.kju [PvPscene]
Dec 16 2007, 21:15
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">w:\c\Poseidon\lib\d3d9\engdd9.cpp(11570) : Unknown type of vertex shader
w:\c\Poseidon\lib\d3d9\engdd9.cpp(11570) : Unknown type of vertex shader[/QUOTE]
Any idea guys? http://forums.bistudio.com/oldsmileys/smile_o.gif
Every help is very much appreciated! http://forums.bistudio.com/oldsmileys/notworthy.gif
Linker Split
Dec 16 2007, 22:18
you used a wrong Vertex shader in some RVMATS http://forums.bistudio.com/oldsmileys/tounge2.gif
can you tell us when you get this error?
.kju [PvPscene]
Dec 17 2007, 09:33
Hm thats how it looks like.
It is basically the one from Solus adapted to our project.
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">PixelShaderID = "Terrain15";
VertexShaderID = "Terrain";
ambient[] = {0.9, 0.9, 0.9, 1.0};
diffuse[] = {0.9, 0.9, 0.9, 1.0};
forcedDiffuse[] = {0.02, 0.02, 0.02, 1.0};
emmisive[] = {0.0, 0.0, 0.0, 0.0};
specular[] = {0.0, 0.0, 0.0, 0.0};
specularPower = 0.0;
class Stage0 {
texture = "ace_island_base\t\data\layers\s_005_007_lco.paa";
texGen = 3;
};
class Stage1 {
texture = "ace_island_base\t\data\layers\m_001_004_lco.paa";
texGen = 4;
};
class TexGen3 {
uvSource = "worldPos";
class uvTransform {
aside[] = {0.000977, 0.0, 0.0};
up[] = {0.0, 0.0, 0.000977};
dir[] = {0.0, -0.000977, 0.0};
pos[] = {-4.65625, 3.46875, 0.0};
};
};
class TexGen4 {
uvSource = "worldPos";
class uvTransform {
aside[] = {0.000977, 0.0, 0.0};
up[] = {0.0, 0.0, 0.000977};
dir[] = {0.0, -0.000977, 0.0};
pos[] = {-4.65625, 3.46875, 0.0};
};
};
class TexGen0 {
uvSource = "tex";
class uvTransform {
aside[] = {1.0, 0.0, 0.0};
up[] = {0.0, 1.0, 0.0};
dir[] = {0.0, 0.0, 1.0};
pos[] = {0.0, 0.0, 0.0};
};
};
class TexGen1 {
uvSource = "tex";
class uvTransform {
aside[] = {10.0, 0.0, 0.0};
up[] = {0.0, 10.0, 0.0};
dir[] = {0.0, 0.0, 10.0};
pos[] = {0.0, 0.0, 0.0};
};
};
class TexGen2 {
uvSource = "tex";
class uvTransform {
aside[] = {10.0, 0.0, 0.0};
up[] = {0.0, 10.0, 0.0};
dir[] = {0.0, 0.0, 10.0};
pos[] = {0.0, 0.0, 0.0};
};
};
class Stage2 {
texture = "ace_island_base\t\data\travajih_mco.paa";
texGen = 0;
};
class Stage3 {
texture = "ace_island_base\t\data\travajih_detail_nohq.paa";
texGen = 1;
};
class Stage4 {
texture = "ace_island_base\t\data\travajih_detail_co.paa";
texGen = 2;
};
class Stage5 {
texture = "ace_island_base\t\data\pisek_mco.paa";
texGen = 0;
};
class Stage6 {
texture = "ace_island_base\t\data\pisek_detail_nohq.paa";
texGen = 1;
};
class Stage7 {
texture = "ace_island_base\t\data\pisek_detail_co.paa";
texGen = 2;
};
class Stage8 {
texture = "ace_island_base\t\data\pisekpoust_mco.paa";
texGen = 0;
};
class Stage9 {
texture = "ace_island_base\t\data\pisekpoust_detail_nohq.paa";
texGen = 1;
};
class Stage10 {
texture = "ace_island_base\t\data\pisekpoust_detail_co.paa";
texGen = 2;
};
class Stage11 {
texture = "ace_island_base\t\data\mesto_mco.paa";
texGen = 0;
};
class Stage12 {
texture = "ace_island_base\t\data\mesto_detail_nohq.paa";
texGen = 1;
};
class Stage13 {
texture = "ace_island_base\t\data\mesto_detail_co.paa";
texGen = 2;
};
[/QUOTE]
Linker Split
Dec 17 2007, 22:11
well, I've never had a RVMAT for terrain material with all those stages... really dunno
.kju [PvPscene]
Dec 17 2007, 22:26
Thanks for looking into it Linker Split. http://forums.bistudio.com/oldsmileys/smile_o.gif
The code was taken and updated from Solus example island to
convert OFP islands to ArmA.
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