how do I start this resource with the map?
wanted to make a map style minecraft, someone can make this work?
como faço para esse resource iniciar com o mapa?
queria fazer um mapa minecraft, alguem pode fazer isso funcionar?
block_world.fx
//
// block_world.fx
//
///////////////////////////////////////////////////////////////////////////////
// Global variables
///////////////////////////////////////////////////////////////////////////////
float gRes : RES = 0.125;
float gTime : TIME;
float4 gColorize : COLORIZE;
//------------------------------------------------------------------------------------------
// textureState - String value should be a texture number followed by 'Texture'
//------------------------------------------------------------------------------------------
texture gTexture0 < string textureState="0,Texture"; >;
//---------------------------------------------------------------------
// Sampler for the main texture
//---------------------------------------------------------------------
sampler Sampler0 = sampler_state
{
Texture = (gTexture0);
MinFilter = Linear;
MagFilter = Linear;
MipFilter = Linear;
};
//---------------------------------------------------------------------
// Structure of data sent to the pixel shader ( from the vertex shader )
//---------------------------------------------------------------------
struct PixelShaderInput
{
float4 Position : POSITION;
float4 Diffuse : COLOR0;
float2 TexCoord0: TEXCOORD0;
};
//------------------------------------------------------------------------------------------
// PixelShaderFunction
//------------------------------------------------------------------------------------------
float4 PixelShaderFunction(PixelShaderInput In) : COLOR0
{
float4 OutColor = 0;
// Remove lower bits in texture coords
float2 uv = In.TexCoord0 - fmod(In.TexCoord0,gRes);
float4 texel = tex2D(Sampler0, uv);
// Use full precision for sampling the alpha
float alpha = tex2D(Sampler0, In.TexCoord0).a;
// Modulate texture with lighting and colorization value
OutColor = texel * In.Diffuse * gColorize;
OutColor.a = alpha;
return OutColor;
}
///////////////////////////////////////////////////////////////////////////////
// Techniques
///////////////////////////////////////////////////////////////////////////////
technique tec0
{
pass P0
{
PixelShader = compile ps_2_0 PixelShaderFunction();
}
}
c_block_world
--
-- c_block_world.lua
--
local shaderList = {}
local colorizeOff = false
addEventHandler( "onClientResourceStart", resourceRoot,
function()
-- Version check
if getVersion ().sortable < "1.1.0" then
outputChatBox( "Resource is not compatible with this client." )
return
end
-- Create shader to test for any errors
local testShader, tec = dxCreateShader ( "block_world.fx" )
if not testShader then
outputChatBox( "Could not create shader. Please use debugscript 3" )
else
outputChatBox( "Using technique " .. tec )
-- Create 26 shaders and apply each one to some world textures
for c=65,96 do
local clone = dxCreateShader ( "block_world.fx" )
engineApplyShaderToWorldTexture ( clone, string.format( "%c*", c ) )
shaderList[#shaderList+1] = clone
end
-- Initial colors
colorize()
outputChatBox( "Press 'k' to colorize" )
end
end
)
----------------------------------------------------------------
-- Do change
----------------------------------------------------------------
function colorize()
colorizeOff = not colorizeOff
for _,shader in ipairs(shaderList) do
local r,g,b = 0,0,0
while r+g+b < 2 do
r,g,b = math.random(0.25,1.25),math.random(0.25,1.25),math.random(0.25,1.25)
end
if colorizeOff then
r,g,b = 1,1,1
end
dxSetShaderValue ( shader, "COLORIZE", r,g,b )
end
end
bindKey("k", "down", colorize )
type="map" version="1.0.0">
"[DD] minecraft.map" dimension="0">
"#minplayers" value="[ 0 ]">
"#maxplayers" value="[ 128 ]">
"#gravity" value="[ 0.008000 ]">
"#weather" value="[ 1 ]">
"#time" value="12:0">
"#locked_time" value="[ true ]">
"#waveheight" value="[ 0 ]">
"#gamespeed" value="[ 1 ]">
======================================================================
this worked!
but with "shader_block_world" failed
sorry for my bad english
sorry for my bad english
sorry for my bad english
sorry for my bad english