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forked from 0ad/0ad

Added AO to Roman market.

This was SVN commit r12389.
This commit is contained in:
gregory 2012-08-12 05:00:59 +00:00
parent 40886d1b24
commit 2534b26b16
10 changed files with 34 additions and 13 deletions

View File

@ -4,8 +4,13 @@
<group>
<variant>
<mesh>structural/rome_market_struct1_tran.dae</mesh>
<textures><texture file="structural/rome_struct.png" name="baseTex"/></textures>
<textures>
<texture file="structural/rome_struct.png" name="baseTex"/>
<texture file="structural/rome_struct_norm.png" name="normTex"/>
<texture file="structural/rome_struct_spec.png" name="specTex"/>
<texture file="structural/ao/rome_market_struct1_trans.png" name="aoTex"/>
</textures>
</variant>
</group>
<material>basic_trans.xml</material>
<material>basic_trans_ao_parallax_spec.xml</material>
</actor>

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@ -8,8 +8,9 @@
<texture file="structural/rome_struct_2.png" name="baseTex"/>
<texture file="structural/rome_struct_2_norm.png" name="normTex"/>
<texture file="structural/rome_struct_2_spec.png" name="specTex"/>
<texture file="structural/ao/rome_market_struct2.png" name="aoTex"/>
</textures>
</variant>
</group>
<material>player_trans_parallax_spec.xml</material>
<material>player_trans_ao_parallax_spec.xml</material>
</actor>

View File

@ -9,7 +9,12 @@
<prop actor="props/structures/romans/market_struct2.xml" attachpoint="root"/>
<prop actor="props/structures/romans/market_struct1_trans.xml" attachpoint="root"/>
</props>
<textures><texture file="structural/rome_struct.png" name="baseTex"/></textures>
<textures>
<texture file="structural/rome_struct.png" name="baseTex"/>
<texture file="structural/rome_struct_norm.png" name="normTex"/>
<texture file="structural/rome_struct_spec.png" name="specTex"/>
<texture file="structural/ao/rome_market_struct1.png" name="aoTex"/>
</textures>
</variant>
</group>
<group>
@ -25,5 +30,5 @@
</props>
</variant>
</group>
<material>player_trans.xml</material>
<material>player_trans_ao_parallax_spec.xml</material>
</actor>

View File

@ -11,7 +11,8 @@
COMMENT: Pixels that are exactly white are calculated more efficiently (on average)
if dynamic branching is supported by the player's GPU.
EFFICIENCY: This is a moderately expensive effect, so use with care. -->
<define name="USE_PARALLAX_MAP" value="1"/>
<conditional_define name="USE_PARALLAX_MAP" value="1" type="draw_range" conf="PARALLAX_DIST"/>
<conditional_define name="USE_HQ_PARALLAX" value="1" type="draw_range" conf="PARALLAX_HQ_DIST"/>
<!-- REQUIRES: Actor must provide a texture named "normTex", where the RGB channels
are a normal map corresponding to XYZ normals.
@ -38,7 +39,7 @@
<!-- REQUIRES: Actor must provide a texture named "aoTex", where the R channel is the Ambient Occlusion.
The model must provide a second, non-overlapping set of UV coordinates.
COMMENT: The texture is combined using a multiply blend of (2 * ao * baseTex). -->
<!--define name="USE_AO" value="1"/-->
<define name="USE_AO" value="0"/>
<!-- Settings for effects above:
First value: Normal mapping intensity.

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