ThaneWulfgharn said:
Ok.I downloaded the shader files.
Now,first of all,where to put the files so that they compile correctly?
Second,the dot3 technique supports transparency with the correct flags.dot3_alpha shader is the proof of that.
I need only to copy dot3 and add the movement of the texture to it.But I don't know how to do it.
Third:Can I just simply make a copy of dot3_alpha in the core_shaders.brf and just set its technique to watermap?
First of all, don't confuse shader references/definitions and shaders. It's like the texture refs within your BRF files.
They aren't there physically, they are just like a link that specifies its name and properties
(stored as flags, that you can see with OpenBRF)
The thing goes like this:
Code:
[color=navy]<--- TEXT FILES---> <-------- BRF FILE -------------> <--- external --->[/color]
ITEM_KINDS.TXT MESH -> MATERIAL -> SHADER REF -> shading technique in mb.fx -> pass -> vertex shader / pixel shader
SCENE_PROPS.TXT -> TEXTUR REF -> *.DDS filename
SKINS.TXT +flags +flags
MESHES.TXT
... COLLIS.
BODY ->
+flags
ANIM ->
SKEL ->
...
A shader ref does much more than just tell the game what technique has to use, it has its own set of properties (flags/indicators).
For example; enabling
specularity and
hardware rigging. Another important part are
texture sampler slots.
Some shaders need more textures, not only diffuse/albedo, for example, faces have two
diffuses: one young and other old.
You need to specify all this, for the shader to work properly.
The best thing is just toy with it, change values until you understand what they do. That's how I learnt. At least in
Mount&Blade 1.011 you can reload the shader file by pressing
Ctrl+F with the edit mode enabled. I believe they disabled this on Warband, but I'm not 100% sure.