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#112 (permalink) |
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Senior Member
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1) put it in "your Max root"/maps/fx/
2) in Max press "M", create a new DX Material Slot and choose the .fx shader for it
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portfolio: svenweiss.daportfolio.com |
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#115 (permalink) |
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Industry Artist
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I've seen this thread up for sometime now, and never really knew how cool it was. I'm such a rookie when it comes to technical stuff. Now that I used this...Thanks a bunch Doylle and whoever else tweaked it. Works great, and I'll be saying bye bye to all the other little gray spheres in my material editor!
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-BLOODROBOT www.digitaljoe3d.com hit me up on Facebook..."Joe Carr" ...San Diego Network. |
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#117 (permalink) |
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Industry Artist
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aye, good to hear that millenia
. Unfortunately the shaders are on pause atm. I don't have the time to work on them atm, so don't hold your breath for now. ![]() The version i'm working still contains bugs, (specular isn't working as it's supposed to, stuff like that), so I don't really want to release it like that. Unless someone with some HLSL knowledge wants to look at it and get it fixed? |
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#119 (permalink) |
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Industry Artist
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I don't know which version you're using, but the one I wrote supports alpha channels. They go in the alpha channel of you diffuse map, but you'll have to enable them as well, it's an option under the diffuse map settings...
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