PlaneShift
Fan Area => Fan Art => Topic started by: walkingbeard on March 27, 2004, 10:49:23 am
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I assume someone must have some information on Planeshift models!?
I have a model almost ready to whack on LWOW, but how is this eventually going to be converted to a format compatible with Planeshift? Can my textures have an alpha channel? And can I use some sort of shader, to make my nice walnut bits look all shiny?
Cheers!
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Yes CrystalSpace supports alpha channels. They just are starting work on adding shaders now. The LWW site has information on the exporter for 3DS MAX... it\'s the only exporter that has any sort of documentation for it I\'ve seen.
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You might not like the answer but :
I asked it on the crystalspace channel , the only way you have to actualy use a shader would be to have the cvs version of crystalspace ( this will allow you to use shaders ) , this mean that you have to compile it yourself( if you never done this before i sugest you to install linux in my mind it s more easy than try to learn how to use MSVC) , or bug the PS team in order they release the GFX pack : viewmesh( view a mesh) + walktest( walk in a level ) + partedit ( edit particles) + exporters. Then Tweak the files you got after exporting this mean that you have to inderstand the CS file format a bit ( in fact it s not that complex ) , when tweaking the file , you have to tell which shader you are gonna use , then in the material section , tell the material to use this shader (look at /data/terrain/world when you download CS for an exemple , Some already made shaders are in /data/shaders , you may open those files with a simple text editor to have a look) , making your own shader require knowledge in programation.
For previewing a shader i would apply it to a simple cube , then load the cube in viewmesh.
Here is the short chat i had about it on #crystalspace
i had a question about using shaders on meshes , and i have to admit than i ahve striclty no idee how to use them , is there any guide or is it just too mutch complex ?
orogor: you have to assign a shader to a material.
orogor: there are some examples in CS.
orogor: data/r3dtest/world, data/particles/world, ...
but like can i have a preview of the shaders , also how to make them , or is there a way to pick already made ones ?
orogor: you can put a shader in an xml file (see data/shaders for examples) and reuse that.
Also note than this should be considered as experimental, it is suposed to work , there is work exemples who use them, but i didn t tried it myself , i dont think that the PS team tried it either ( i might be wrong ), also using shaders mean generaly not good framerate or small maps.
You can have a look at /data/shaders/cg_vertexlight.xml for using NV shaders in CS , this shader should help you to import those shaders http://www.cgshaders.org/shaders/ if the card is nvida based and with some luck other cards .