.kju 3245 Posted December 16, 2007 <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 Any idea guys? Every help is very much appreciated! Share this post Link to post Share on other sites
Linker Split 0 Posted December 16, 2007 you used a wrong Vertex shader in some RVMATS can you tell us when you get this error? Share this post Link to post Share on other sites
.kju 3245 Posted December 17, 2007 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; }; Share this post Link to post Share on other sites
Linker Split 0 Posted December 17, 2007 well, I've never had a RVMAT for terrain material with all those stages... really dunno Share this post Link to post Share on other sites
.kju 3245 Posted December 17, 2007 Thanks for looking into it Linker Split. The code was taken and updated from Solus example island to convert OFP islands to ArmA. Share this post Link to post Share on other sites