AGOSTINO Posted July 1, 2009 Posted July 1, 2009 Stary said: ----------------------------------------------------------------------------------------------------------------------------------------- -for the "volumeric" emitters like smoke, groundmist, dust, dirt or debris types of particles use the EffectShaderName=effectLightLevel.fx (generally, materials that have BlendOp=BLEND_SRC_ALPHA particle blending option) -for the fire, explosion, light, flash, flare, streak and so on use EffectShaderName=twColor1.fx (materials that have BlendOp=BLEND_INV_SRC_ALPHA_ADD_SRC) ------------------------------------------------------------------------------------------------------------------------------------------- What is the "BlendOp="?? Where I see it?? Quote
+Stary Posted July 1, 2009 Posted July 1, 2009 Stary said: ----------------------------------------------------------------------------------------------------------------------------------------- -for the "volumeric" emitters like smoke, groundmist, dust, dirt or debris types of particles use the EffectShaderName=effectLightLevel.fx (generally, materials that have BlendOp=BLEND_SRC_ALPHA particle blending option) -for the fire, explosion, light, flash, flare, streak and so on use EffectShaderName=twColor1.fx (materials that have BlendOp=BLEND_INV_SRC_ALPHA_ADD_SRC) ------------------------------------------------------------------------------------------------------------------------------------------- What is the "BlendOp="?? Where I see it?? It's in the Materials section of given effect, blendop= defines how the alpha channel (transparency) on tga file is proceeded and rendered here's an example from vehiclefireeffect.ini effect in EE3: [VehicleSmokeMaterial] EffectShaderName=effectLightLevel.fx DepthBufferCheck=TRUE DepthBufferWrite=FALSE IgnoreRenderOrder=FALSE AlphaTestEnabled=FALSE LightEnabled=FALSE UseLightLevel=TRUE SpecularEnabled=FALSE EmissiveEnabled=FALSE AmbientColor=1.000000,1.000000,1.000000,1.000000 DiffuseColor=1.000000,1.000000,1.000000,1.000000 ZBufferOffset=0.000000 PriorityLevel=3 BlendOp=BLEND_SRC_ALPHA <-here NumTextureStages=1 TextureStage[01].TextureName=EE3_MB_L_smoke.tga TextureStage[01].MipMap=FALSE TextureStage[01].FilterEnabled=TRUE TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE TextureStage[01].StageAlphaOp=TEXTURE_MODULATE_DIFFUSE [VehicleFireMaterial] EffectShaderName=twColor1.fx DepthBufferCheck=TRUE DepthBufferWrite=FALSE IgnoreRenderOrder=FALSE AlphaTestEnabled=FALSE LightEnabled=FALSE UseLightLevel=FALSE SpecularEnabled=FALSE EmissiveEnabled=FALSE AmbientColor=1.000000,1.000000,1.000000,1.000000 DiffuseColor=1.000000,1.000000,1.000000,1.000000 ZBufferOffset=0.000000 BlendOp=BLEND_INV_SRC_ALPHA_ADD_SRC <-here NumTextureStages=1 TextureStage[01].TextureName=EE3_Expl3_Ani9.tga TextureStage[01].MipMap=FALSE TextureStage[01].FilterEnabled=TRUE TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE TextureStage[01].StageAlphaOp=TEXTURE_MODULATE_DIFFUSE note not all effects have the materials defined in them Quote
AGOSTINO Posted July 1, 2009 Author Posted July 1, 2009 It's in the Materials section of given effect, blendop= defines how the alpha channel (transparency) on tga file is proceeded and rendered here's an example from vehiclefireeffect.ini effect in EE3: [VehicleSmokeMaterial] EffectShaderName=effectLightLevel.fx DepthBufferCheck=TRUE DepthBufferWrite=FALSE IgnoreRenderOrder=FALSE AlphaTestEnabled=FALSE LightEnabled=FALSE UseLightLevel=TRUE SpecularEnabled=FALSE EmissiveEnabled=FALSE AmbientColor=1.000000,1.000000,1.000000,1.000000 DiffuseColor=1.000000,1.000000,1.000000,1.000000 ZBufferOffset=0.000000 PriorityLevel=3 BlendOp=BLEND_SRC_ALPHA <-here NumTextureStages=1 TextureStage[01].TextureName=EE3_MB_L_smoke.tga TextureStage[01].MipMap=FALSE TextureStage[01].FilterEnabled=TRUE TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE TextureStage[01].StageAlphaOp=TEXTURE_MODULATE_DIFFUSE [VehicleFireMaterial] EffectShaderName=twColor1.fx DepthBufferCheck=TRUE DepthBufferWrite=FALSE IgnoreRenderOrder=FALSE AlphaTestEnabled=FALSE LightEnabled=FALSE UseLightLevel=FALSE SpecularEnabled=FALSE EmissiveEnabled=FALSE AmbientColor=1.000000,1.000000,1.000000,1.000000 DiffuseColor=1.000000,1.000000,1.000000,1.000000 ZBufferOffset=0.000000 BlendOp=BLEND_INV_SRC_ALPHA_ADD_SRC <-here NumTextureStages=1 TextureStage[01].TextureName=EE3_Expl3_Ani9.tga TextureStage[01].MipMap=FALSE TextureStage[01].FilterEnabled=TRUE TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE TextureStage[01].StageAlphaOp=TEXTURE_MODULATE_DIFFUSE note not all effects have the materials defined in them I would like to thank you very much!!! Quote
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