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RE: [Virtools] fog and channels



Hi Tomas,
Try to set the texture blend of the additionnal channel material to "decal".
In this mode, the RGB and alpha values of the texture replace the colors
that would have been used with no texturing.
cPix = cTex
aPix = aTex
So the channel will be considered as not beeing lit.

Come back to me if it did not solve the problem.

Regards,

Nicolas Augustin
support@next-url.com


Virtools - The Behavior Company
www.next-url.com

PS : pretty nice composition



-----Message d'origine-----
De : owner-virtools-user-group@lists.theswapmeet.com
[mailto:owner-virtools-user-group@lists.theswapmeet.com]De la part de
tomas sala
Envoyé : lundi 13 novembre 2000 23:43
À : virtools-user-group@lists.theswapmeet.com
Objet : [Virtools] fog and channels


 hello everyone

As part of our graduation project  I and some fellow students are using
Creation as a basis for building a 3d game, besides this  we are sort of a
test group for our school ( the Utrecht School of Art, The Netherlands)
concerning Nemo and its use.

So far nemo has been an incredible eye opener for ourselves, giving us "mere
students" the chance to work in realtime 3D.

As a first question , when does the techcenter go back online?
And a more serious and practical  question.:
I've got a scene with pretty thick fog .  it's an outdoor forrest scene, and
I wanted to add another texture channel on the floor, as a mult-itexture.
to be affected by the fog differently than the other objects,  the fog end
seems to be  greater for these objects. This breaks up the compostion of the
scene quite badly..

I've tried different settings for the second channel, and the material
itself..
any thoughts?



thanks in advance

ps: if anyone is interested an unfinished version of this level is viewable
at http://www.copperwire.nl/tomas/nivon ( there is no multitexturing in this
version)


Tomas Sala

Tomas@copperwire.nl



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