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ifman1
23
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Joined: 3rd Jul 2003
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Posted: 18th Aug 2003 13:38
Ok, I know that I can use a PNG or a TGA with an alpha channel... but can I use a seperate alpha map texture in DBPro? A real "alpha map" where a black and white image is used to determine what part of the original texture map is visible. Does DBPro support a separate alpha map, is this planned for the future, am I rambling? Hello....
Echo....

Echo....

Echo....

hmm, need more coffee! Or a beer.
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Bulleyes
23
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Joined: 3rd Nov 2002
Location: Cyberjaya, Malaysia
Posted: 21st Aug 2003 06:52
Well, you could try using the FX system. I had been experimenting with it for the past few weeks and it's really cool! Basically in the FX file, you could use the easier multitexturing method, or you could also choose the low level shader programming to create some nifty effects. I had managed to use the FX system to create a per pixel bump + specular mapping for my game, I will post it here soon.

I can post the FX file code snippet to do what you want here if you wish to. Generally, alpha maps can be coded easily using multitexturing.

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ifman1
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Posted: 23rd Aug 2003 03:19
Ugh, cool, sorry I didn't see your reply earlier... I have to check out this whole FX file thing! Not exactly sure what you're talking about, but it seems like it will at least fake what I need...thanks.


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Bulleyes
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Joined: 3rd Nov 2002
Location: Cyberjaya, Malaysia
Posted: 23rd Aug 2003 11:00
Ok, feel free to ask if you bump into any walls. I had been experimenting shaders and FX system for almost 2 months, and it's a rewarding experience! You will get the power of create any (well, most) effects that you want.

Good job to DBS team in putting effort to make the FX system works!

Bad Nose Entertainment - Where games are forged from the flames of talent and passion.

http://www.badnose.com/
ifman1
23
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Joined: 3rd Jul 2003
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Posted: 24th Aug 2003 05:20
Can you recomend a resource on the net for more .FX files. Some were included in the DX9.0 SDK, but they aren't exactly intuitive or easy to use....


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