ZioRed Posted May 12, 2010 Share Posted May 12, 2010 Is there someone who bought the Fantasy Tree pack on Dexsoft Multimedia? I'm converting the models to GMF but I don't know what should be the MAT content for both textures and shaders. Additional textures are supplied for normal, height and spec maps. What I'm using (not working): texture0="abstract::Leaf_DF.dds" texture1="abstract::Leaf_N.dds" texture2="abstract::Leaf_S.dds" texture3="abstract::Leaf_H.dds" shader="abstract::mesh_diffuse_bumpmap.vert","abstract::mesh_diffuse_bumpmap_specular.frag" The result was this: Quote ?? FRANCESCO CROCETTI ?? http://skaredcreations.com Link to comment Share on other sites More sharing options...
Marleys Ghost Posted May 12, 2010 Share Posted May 12, 2010 I use a .mat like this for the leaf texture in Dexsofts Palms pack: texture0="abstract::Diffuse.dds" texture1="abstract::Normal.dds" texture2="abstract::Specular.dds" specular=0.25 cullface=0 shader="abstract::mesh_diffuse_bumpmap_sway.vert", "abstract::mesh_diffuse_bumpmap_specular_alphatest.frag" shadowshader="abstract::mesh_shadow_sway.vert","abstract::mesh_shadow.frag" Quote AMD Bulldozer FX-4 Quad Core 4100 Black Edition 2 x 4GB DDR3 1333Mhz Memory Gigabyte GeForce GTX 550 Ti OC 1024MB GDDR5 Windows 7 Home 64 bit BlitzMax 1.50 • Lua 5.1 • MaxGUI 1.41 • UU3D Pro • MessiahStudio Pro • Silo Pro 3D Coat • ShaderMap Pro • Hexagon 2 • Photoshop, Gimp & Paint.NET LE 2.5/3.4 • Skyline • UE4 • CE3 SDK • Unity 5 • Esenthel Engine 2.0 Marleys Ghost's YouTube Channel • Marleys Ghost's Blog "I used to be alive like you .... then I took an arrow to the head" Link to comment Share on other sites More sharing options...
ZioRed Posted May 12, 2010 Author Share Posted May 12, 2010 That works nice for the trunk, but on the branches there are only some flying leaves. Quote ?? FRANCESCO CROCETTI ?? http://skaredcreations.com Link to comment Share on other sites More sharing options...
L B Posted May 12, 2010 Share Posted May 12, 2010 cullface=0 shader="abstract::mesh_diffuse_sway.vert","abstract::mesh_diffuse_alphatest.frag" shadowshader="abstract::mesh_shadow_sway.vert","abstract::mesh_shadow.frag" Quote Link to comment Share on other sites More sharing options...
ZioRed Posted May 13, 2010 Author Share Posted May 13, 2010 I don't have the shader mesh_diffuse_sway.vert, the only is mesh_diffuse_bumpmap_sway.vert... I tried to use mesh_diffuse_alphatest.frag instead of mesh_diffuse_bumpmap_specular_alphatest.frag but the result is the same. Quote ?? FRANCESCO CROCETTI ?? http://skaredcreations.com Link to comment Share on other sites More sharing options...
Masterxilo Posted May 13, 2010 Share Posted May 13, 2010 This happens because their models are intended to be used with real alpha blending where semi-transparency is possible. You have to change the alphatest shaders to allow lower alpha values to be rendered or change the alpha maps (increase contrast/brightness). Quote Hurricane-Eye Entertainment - Site, blog. Link to comment Share on other sites More sharing options...
ZioRed Posted May 13, 2010 Author Share Posted May 13, 2010 Well I have solved now re-creating the DDS from TGA using MakeDDS (save mipmaps, DXTC5), before they were converted using GIMP2. The MAT I used is the same as MG said. Quote ?? FRANCESCO CROCETTI ?? http://skaredcreations.com Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.