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Chams help
Old 08-08-2010, 12:09 AM   #1
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Chams help

Hey, I saw some chams



And i wonder how to do it.(not the color, i mean the glow or how its called)
I tried a few things, like Set Ambientecolor such things as that, is that a trick or some kind of unknown thing?
Cant find out how its working.

I hope someone can help me as this chams looks very good

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Old 08-08-2010, 12:13 AM   #2
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Here you go,

Lambert Chams
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Old 08-08-2010, 12:14 AM   #3
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Thank you for your very very fast answer
Will try it out now ^^

EDIT: Thats not the chams iam trying to do
Anyone else maybe know how to?


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Old 08-08-2010, 07:36 PM   #4
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im sure its by using different "SetRenderStates". I did this once.

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Old 08-08-2010, 08:14 PM   #5
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Hmm i will try some more things, but maybe its something diffrent :/
I cant find it
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Old 08-08-2010, 08:18 PM   #6
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Quote:
Originally Posted by Freeheadshot View Post
Hey, I saw some chams



And i wonder how to do it.(not the color, i mean the glow or how its called)
I tried a few things, like Set Ambientecolor such things as that, is that a trick or some kind of unknown thing?
Cant find out how its working.

I hope someone can help me as this chams looks very good

-Freeheadshot
ummm just looks like pixelshader chams :S or changing the texture stage

IDirect3DDevice9::SetTexture Method (Windows)

I guess they call it sampler now

Quote:
Programmable shaders reference textures using the sampler number. The number of samplers available to a programmable shader is dependent on the shader version.
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Old 08-08-2010, 08:21 PM   #7
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Nah its lighning, maybe u cant see it in this picture, i will try to get anothger one,
maybe you know the chams of Pm or RH they have the same.
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Old 08-08-2010, 08:24 PM   #8
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Quote:
Originally Posted by Freeheadshot View Post
Nah its lighning, maybe u cant see it in this picture, i will try to get anothger one,
maybe you know the chams of Pm or RH they have the same.
re read the post above

Quote:
Programmable shaders reference textures using the sampler number. The number of samplers available to a programmable shader is dependent on the shader version.
most lighting is done with Programmable shaders

or its most likely pixelshader chams

maybe try setrenderstate D3DRS_SHADEMODE,D3DSHADE_FLAT

or log setvertexshaderconstantf and pixelf and see if color or lighting is adjustable in it.
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Old 08-09-2010, 04:28 AM   #9
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Nah i tried it but still not these chams, maybe i did it wrong .... I will try some other things
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Old 08-10-2010, 04:36 PM   #10
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Code:
if(Chams==1){
if(ChamsColor1 || !ChamsColor1){
if(m_Stride == 44 ){
if(ChamsColor1==1){pDevice->SetRenderState(D3DRS_AMBIENT, D3DCOLOR_ARGB(255,255,0,0));
}pDevice->SetRenderState(D3DRS_ZENABLE,false);
if(ChamsColor1==2){pDevice->SetRenderState(D3DRS_AMBIENT, D3DCOLOR_ARGB(255,0,0,255));
}pDevice->SetRenderState(D3DRS_LIGHTING, true);
if(ChamsColor1==3){pDevice->SetRenderState(D3DRS_AMBIENT, D3DCOLOR_ARGB(255,255,255,0));
}pDevice->SetRenderState(D3DRS_SHADEMODE, D3DSHADE_FLAT);
if(ChamsColor1==4){pDevice->SetRenderState(D3DRS_AMBIENT, D3DCOLOR_ARGB(255,0,255,0));
}pDevice->SetRenderState(D3DRS_FOGENABLE, false);
if(ChamsColor1==0){pDevice->SetRenderState(D3DRS_AMBIENT, D3DCOLOR_ARGB(0,0,0,0));
}pDrawIndexedPrimitive(pDevice, pType, nMinIndex, nNumVertices, nStartIndex, nPrimitiveCount);
}}
if(ChamsColor2 || !ChamsColor2){
if(m_Stride ==44)
{
if(ChamsColor2==1){
pDevice->SetRenderState(D3DRS_AMBIENT, D3DCOLOR_ARGB(255,255,0,0));
}pDevice->SetRenderState(D3DRS_ZENABLE,true);
if(ChamsColor2==2){pDevice->SetRenderState(D3DRS_AMBIENT, D3DCOLOR_ARGB(255,0,0,255));//D3DFILL_SOLID
}pDevice->SetRenderState(D3DRS_LIGHTING, true);
if(ChamsColor2==3){pDevice->SetRenderState(D3DRS_AMBIENT, D3DCOLOR_ARGB(255,255,255,0));
}pDevice->SetRenderState(D3DRS_SHADEMODE, D3DSHADE_FLAT);
if(ChamsColor2==4){pDevice->SetRenderState(D3DRS_AMBIENT, D3DCOLOR_ARGB(255,0,255,0));
}pDevice->SetRenderState(D3DRS_FOGENABLE, false);
if(ChamsColor2==0){pDevice->SetRenderState(D3DRS_AMBIENT, D3DCOLOR_ARGB(0,0,0,0));
}}}
}else{
if(m_Stride == 44){pDevice->SetRenderState(D3DRS_AMBIENT, D3DCOLOR_ARGB(0,0,0,0));}
}
Just change Zenable false etc and use different SetRenderState's. Also depends on weither you use XRGB and ARGB. there isn't much of a difference just XRGB renders alittle differently.

The chams above in the pics are just plain Solid chams..
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Old 08-12-2010, 12:18 AM   #11
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Nah thats a diffrent chams hmmmmm
Looks like these chams are very hard to do lol
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Old 08-12-2010, 01:59 AM   #12
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Quote:
Originally Posted by Freeheadshot View Post
Nah thats a diffrent chams hmmmmm
Looks like these chams are very hard to do lol
No i bet you havent even looked thru the pixel and vertex shading. or SetTexturestagestate. If you would have you would have posted O shit manz i found viewmatricks in da shaderZ or Omg i found A built in espzzzzz in bf serieZ

/Lazy fail
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Old 08-12-2010, 02:02 AM   #13
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Omg lol.... i asked an friend which have these chams (dont help me idk why) and he said its not pixelshader or something like that ....
And I tried alot with pixelshader ....
BTW, why so agressive? why do u even care what i say ..... just dont read this thread anymore ....
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Old 09-07-2010, 03:35 PM   #14
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Dunno if you still need this but you need to color more then one texture stage. Thought coloring 3 stages is needed for the chams you want but it could also be 2 or 4 ( something between 0 - 8 ).

Code:
INT iMaxStage = 3; //Try something between 0 - 8

if( MODEL_PLAYERS )
{
	pDevice->SetRenderState( D3DRS_ZFUNC, D3DCMP_ALWAYS );
	pDevice->SetRenderState( D3DRS_ZENABLE, D3DZB_FALSE );
	for( INT i = i; i < iMaxStage; i++ )
		pDevice->SetTexture( i, ColorManager.TexRed );
	pDrawIndexedPrimitive( pDevice, Type, iBaseVertexIndex, uiMinVertexIndex, uiNumVertices, uiStartIndex, uiPrimitiveCount );
	pDevice->SetRenderState( D3DRS_ZFUNC, D3DCMP_LESSEQUAL );
	pDevice->SetRenderState( D3DRS_ZENABLE, D3DZB_TRUE );
	for( INT i = i; i < iMaxStage; i++ )
		pDevice->SetTexture( i, ColorManager.TexYellow );
}

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Old 09-07-2010, 06:25 PM   #15

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these are pixel shader's, the shaders are drawn in this case, before the engine lights the models. its game-specific.
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Old 12-03-2010, 12:35 PM   #16
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I know that thread is onld, but maybe someone want to know how theyr done:

Code:
for (int Texture = 0; Texture < 6; Texture++)
             {
                 Device->SetRenderState(D3DRS_ZENABLE,false);
                 Device->SetRenderState( D3DRS_FILLMODE, D3DFILL_SOLID );
                 Device->SetTexture(Texture,EnemyVis);
             }
the int Texture... makes the trick like systemfiles showed
I normaly use 6 as max, but you also can do 12
Freeheadshot is online now

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