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Inflictive
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Location: Altis
Posted: 17th Jun 2011 05:28
Hey whzzup? I've been messing around with dark shader, its pretty cool, and i've been trying to get the reflection mapping shader to work. I CAN get it to work by basically using the example code generated when I use "export all" but some of the commands dark shader adds to dark basic pro, whet do they do? what do the parameters mean? I have come across these commands but i can't find a tutorial for them:

Make Dynamic Cube Map 1,128
Apply Cube Map To Object 1,1,1
Render Dynamic Cube Map 1,-1,0,0,0

can someone please explain these who has experience?
kthxbai

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Green Gandalf
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Playing: Malevolence:Sword of Ahkranox, Skyrim, Civ6.
Posted: 17th Jun 2011 11:54 Edited at: 17th Jun 2011 11:57
Quote: "but i can't find a tutorial for them"


Did you look through the Help file? It's not obvious where to look - but the file is quite short.



See if that helps. If you're still stuck come back and say which bits aren't clear.

Edit Edited image to make the location clearer.
Inflictive
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Posted: 18th Jun 2011 05:26
Ok sweet thanks! I don't think I saw that looking through the dark shader help files in the program itself... One more question, what does "set the images to the stages of the object" mean? In the DBPro help files it sounds like the texture "layers" or something but what effect does changing the stages of the object's textures have on it's final appearance? Awesome thanks!

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Green Gandalf
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Posted: 18th Jun 2011 13:23
Quote: "but what effect does changing the stages of the object's textures have on it's final appearance"


Nothing much of interest unless you are using a shader. The texture stage feature enables you to provide two or more images which can be used by a shader.

For example you might have three stages: a base texture on stage 0 (the basic colour of the object's surface), a normal map on stage 1 (contains coded information telling the shader which way the surface is pointing at each pixel - used in per pixel lighting calculations for example), and finally a specular map on stage 2 (telling the shader which parts of the surface should be reflective). Many other things can be done using texture stages and shaders.

To set an image to a specific stage you'd use something like:



or more simply just something like



which would apply image 1 to stage 0 of object 12.
Inflictive
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Posted: 18th Jun 2011 19:12
Ok I think that makes sense. But wait, is the base texture always stage zero, the normal map stage 1, and the specular map stage 2? And if not, would it make a difference to make, for example, your normal map stage 0, your specular map stage 1, and the base texture stage 2? Would it change the object's appearance?

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Green Gandalf
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Posted: 18th Jun 2011 22:29
For use in DBPro stage 0 corresponds to the first texture declaration in the shader, stage 1 to the second and so on. You just need to make sure the two match up. If you change one without making the appropriate change to the other then, yes, the object's appearance will change dramatically.
Inflictive
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Posted: 19th Jun 2011 04:52
Does it matter what order the textures are in? As long as they all have their own stage/declaration, does the textures' order matter in the object's appearance?

I like Wings 3D and GIMP. YAY.
Madscientist
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Posted: 19th Jun 2011 07:10 Edited at: 19th Jun 2011 07:11
They can be in any order as long as the shader uses them in that same order. So if you have a shader for example that applies texture stage 2 somehow to texture stage 4, then in dbpro you need to texture that object with the texture stages 2 and 4 with the corresponding textures.

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Green Gandalf
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Posted: 19th Jun 2011 11:48
Quote: "They can be in any order as long as the shader uses them in that same order."


Yes.

As I said before:

Quote: "For use in DBPro stage 0 corresponds to the first texture declaration in the shader, stage 1 to the second and so on. You just need to make sure the two match up. If you change one without making the appropriate change to the other then, yes, the object's appearance will change dramatically."


If you mean simply "do the texture object commands in DBPro need to be in a ceratin order?" then no. The following are equivalent for example:



and

Inflictive
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Posted: 20th Jun 2011 05:16
Um, okay I think I get it. Like in dark shader there are sometimes multiple textures that can be on an object, and if they are not in the right order for the shader, it can look weird.

Thanks!


I like Wings 3D and GIMP. YAY.
Green Gandalf
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Posted: 20th Jun 2011 12:22
Yes.

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