HomeNewsFeaturesLicensingDownloadsScreenshotsFAQRoadmap Contact Us
Search:
2 Online

Community

Discussion Topics Recent Postings User Contributions General Articles Example Documentation Credits

Licensed Developer

Programmer's Manual Artists Manual Tutorials and Articles

Programming: Game Code

Game Code Overview Server Side Game Code Client Side Game Code

Programming: System

Alphabetical Function List Renderer File System Collision & Ray Casting Low Level Audio Game Audio The Console Console Variable List Multiplayer Localisation Maths Library Memory Manager Model File Formats Texture Formats

Art: Overviews

Specifications Shaders Particle Systems Lens Flares Cipher console Cipher file types Tutorials Reference

Art: Tools

Shader Designer Particle Designer 3dsmax tools Model Conversion Font Generator

Cipher Engine
Game Development Search Engine
GameDev.net
You are not signed in - [sign in] [register]
Vertex Alpha Support Sunday, September 19, 2004

JTilo has contributed a new Max 6 exporter that outputs a modified version of .ase files that include vertex alpha data. The readme file includes instructions on modifying Ciphertool to process the vertex alpha.

You can download it from the usual place.

User Contributed Comments

rcortada 1st October, 2004 10:00
@ JTilo, before anything,
to appreciate the solution to the problem of vertex alpha,
fear that he/she wanted to use a while ago,
I mean that I have proven the system for you offered and it works to the perfection.
now then,
I have a problem of incompatibility with the following shader and the effect of fog,
does somebody know which the problem is and if there is solution?

* the shader that I use is the following one *


textures/terreno
{
sort 2.000
{
tex map textures/sandecla2M
blendfunc blend
rgbsrc vertex
alphasrc vertex
forcefog
}
{
tex map textures/caustic/p3/cm1
texsrc channel 2.000
blendfunc add
}
}


thank you
Ricard.
Edited 1st October, 2004 10:04


JTilo 1st October, 2004 14:00
@rcortada, this works for one scene I'm experimenting with, the "sort" command is important when dealing with geo with vertex color or alpha, and it setting depends on other geo and shaders that may cross it's view path. I'm curious to what differences the command "order" makes in shaders, I haven't fooled with them much, there's soooo.. many variations that you can do with them, but cool.

textures/mconc
{
sort 16.000
{
tex map textures/mconc
rgbsrc vertex
alphasrc vertex
blendfunc blend
forcefog
}
}


mmelo 1st October, 2004 14:19
Don't some (maybe old?) cards use vertex alpha to handle fogging? That could be it...

If my memory serves me right it was the difference in implementation between vertex and table fog.
Edited 1st October, 2004 14:46


rikh 1st October, 2004 17:00
Could be the "sort 2" - 8 is the default sort for normal geometry, so you are asking that your geometry is rendered before everything else. When you have transparency in a shader, it often helps to render it after other things, so that you can see the other things through it.


rcortada 2nd October, 2004 11:09
Hello to all,
@ Jtilo, the shader that you put is correct, to me it fails me when putting the second pass
@ mmelo, it could be something of that that your you say, the problem with the fog is that the objects with this shader burn the fog, they make it but lighted.
@ rikh, the "sort" very orderly, to this geometry it belongs him the 2, anyway I have test other options and it continues failing.

If somebody has some other idea or solution, it would be grateful

Thanks to the three.

Ricard


rcortada 16th October, 2004 01:08
Does somebody know if he is trying to modify or to create some shader so that it works alpha vertex correctly with fog?

sincerely

Ricard




Register and Sign In to discuss this article