Short: Textures for Imagine3.FP Author: Michael Rivers Uploader: Joop vandeWege Medew ENTO WAU NL Type: gfx/3d Architecture: m68k-amigaos What follows is the doc which is included with the archive: June 30,1994 Alpha, SetAttrb, Flicker, FogMap & BumpBuffer textures copyright 1994, Michael Rivers ShareWare fee: $5(US) or more Send Money/Suggestions to: Michael Rivers 4302 Wisconsin Court Tampa, Fl, USA, 33616 I can be E-mailed at mrivers@tbag.tscs.com These textures require the Amiga floating point version of Imagine 3 (Impulse). This textures are freely distributable as long as the following criteria are met: 1. All the following files are in the archive: Alpha.Doc Alpha.itx.040 Alpha.itx.020.030 SetAttrb.itx FogMap.itx Flicker.itx BumpBuffer.itx 2. No fee is charged by a non-profit distributer except media & mail fees and the reciever pays the shareware fee. -- or -- (with my permission) Or the distributer pays a "bulk" shareware fee of my determination, and may distribute it with a commercial or non-commercial package, and reciever is not required to pay the shareware fee. ================================================= Alpha Texture (v1.1) History: 1.0 initial release. 1.1 astetical fixes. (the numbers indicating which entry is valid for each operation were wrong) 1.5 Now works with Bumps. And allows simple restoring of attributes. Type: Color, Filter, Reflection, Fog, Bump. Multi-Operation texture/brush composition texture. Requester: Operation: Operations this instance of the texture will do: 0 will save all the current attributes of the object into a buffer, 1 will composite two buffers, 2 will do tinting and shading, 3 will simply restore a buffer(no compositing) to the object Valid Entries for Operation 0 (Save): Buffer A(0-9): This is the buffer number in which the objects color,filter,reflectivity etc are to be saved. Valid Entries for Operation 1 (Compose) Buffer A & B(-1,0-9): these are the numbers of the Buffers to composite. -1 means to use the current color,filter, etc. Mix Amount(0-1): this affects how transparent Alpha Buffer A is, 0 is completely opaic, and 1 is completely transparent. AlphaChan(-1,0-9): This specifies which buffer to use as a alpha-stencil, use -1 to use the current color of the object Alpha Strength(0-1): This specifies the strength of the AlphaChan, at 0 the transparency level is taken from Mix Amount, 1 will take the transparency level from the AlphaChan (keying off the the average of R,G,& B of the stencil). Intermediate values will mix the two. Color Alphas: Red Alpha | These are similar to Alpha Strength but key or the red, Green Alpha | green, or blue of the stencil, and the results only Blue Alpha | modify the red, green, or blue. Attributes: what attributes the texture will affect. the values may be added together to modify multiple attributes. ex: for color and filter would = 5. Valid Entries for Operation 2 (Tint and Shade): Buffer A: Which buffer to modify. -1 will use current colors of object. Buffer B: Which buffer will be used for the tint/shade map. -1 will use current colors of object. Mix Amount: How strong the tint/shade map is. a value of 1 will give results as follows: Buffer A Buffer B result -------------------------------------------------- red white = white red grey(128,128,128) = red red black = black lower values will have less pronounced effects. Valid Entries for Operation 3 (Restore buffer): Buffer A: Which objects attributes to place on the object. valid values 0-9 Attributes: Which Attributes to apply to the object from the buffer for multiple attributes add the attributes values together ------------------------------------------------------------------- Example Attribute lists This will composite the checks and fireball textures 50/50: Checks - default settings Alpha - Operation 0, Buffer A 0 Fireball- default settings Alpha - Operation 0, Buffer A 1 Alpha - Operation 1, Buffer A 0, Buffer B 1, Mix Amount .5, Attributes=1 -or- Checks - default settings Alpha - Operation 0, Buffer A 0 Fireball- default settings Alpha - Operation 1, Buffer A 0, Buffer B -1, Mix Amount .5, Attributes=1 This is how a stencil can be used: Checks - default settings Alpha - Operation 0, Buffer A 0 Fireball- default settings Alpha - Operation 0, Buffer A 1 A brushmap with various shades of grey, used for stencil. Alpha - Operation 1, Buffer A 0, Buffer B 1, Alpha Chan -1, Alpha Strength=1, Attributes=1 Composing textures with bumpy attributes is more difficult: BumpBuffer - Operation=0, Buffer=0 Leather - default settings Alpha - Operation=0, BufferA=0 BumpBuffer - Operation=1, Buffer=0 SetAttrib - Set Color as you prefer (bathtile.itx uses the color already on the object for the color of the tiles, so this texture is used to change the object color,refl... so previous textures won't show through the bathtile) BathTiles - rotate axis on X 90 degrees Alpha - Operation=0, BufferA=1 (insert a greyscale picture or texture for the alpha channel here) Alpha - Operation=1, BufferA=0, BufferB=1, AlphaChan=-1, Alpha Strength=1, Attributes=9 (Color+Bumps,1+8) ==================================================== SetAttributes texture this texture allows you to set certain attributes of an object. It was created because many of Impulse's textures (like wood) use the color,filter, refl, etc values already on the object, which makes the alpha texture difficult to use. ==================================================== FogMap texture History: 1.0 original 1.1 the fog len is now scaled when the object is scaled(sized). takes the color of the object to determine the fog length Black Fog Length : Fog length where the object is black White Fog Length : Fog Lenght whare the object is white Note: The objects Fog Length must be non-zero in order for this texture to work ==================================================== Flicker Texture this texture causes the objects attributes to flicker between those already on the object and the attributes specified in this requester. the foglen value of this texture will have no effect unless the objects foglen is greater than 0 ==================================================== BumpBuffer Texture this texture is used to save and restore the bumps of an object. It is required when using the Alpha texture to composite bumps this is because bumpy textures modify the bumpiness of the object, so if a bump is already their it may make it more bumpy, or even flatten out the bump. thus,this texture can be stuck in the texture/brushmap at priority 1 to save the bumpiness of the object(or the flattness in this case), a bumpy texture can be placed at priority 2, anf finallt this texture can again be applied at priority 3 to restore the flattness of the object. Although the Alpha texture itself can be used for this purpose, this texture was created to reduce confusion in the texture/brushmap list. Operation: what this instance of the texture does. Buffer: which buffer to store or restore the bump.