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Posted

Stary said:

 

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-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)

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What is the "BlendOp="?? :blink:

 

Where I see it?? :dntknw:

Posted
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="?? :blink:

 

Where I see it?? :dntknw:

 

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

Posted
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!!! :good:

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