no problem people, if no one understands how to get them working I'll do it as soon as I get me a copy of the latest build. can't do it till next payday but I'l get em up and running for you.
but some quick tips:
the process goes app->vertex shader->pixelshader -> screen (or thereabouts anyway, I am celebrating tonight so forgive me if I'm a little out).
example - 3IDL_Bump_Gloss_Specular_Map.fx - from shader pak 2;
Below are the editables from the shader code, and 3drad will have to talk to them. this shader automatically will use 3drads directional light as the scemantics are the same.
float TileCount = 1.0f;<---------------------uv tileing
float bumpScale = 1.0f;<--------------------1.0 will read your normal map at default but increase/decrease to alter the bump effect
float SpecIntesity = 0.75f;<-----------------specularity between 0.0f and 1.0f
float PhongExp = 128.0f;<-------------------size of shinny spot will allow for sofening or hardening of the material
float EdgeGloss = 1.0f;<---------------------this shader has edge gloss but you can remove it if you want or I'll make one without it later.
below are the textures used by the shaders:
note things between <> are not needed to worry about it will compile fine they are lagacy from working with fx composer.
we have 3 textures used by this shader , a diffuse,norma,and specular map.so these have to be sent from 3drad too.
Note: diffuseMap is the default name for the texture that is applied to your mesh when converting to .x. so if you want to use a different diffuse map than the one applied you wil have to change 'texture diffuseMap' in the shader to say 'texture DiffuseMap'
texture diffuseMap : DIFFUSE <
string ResourceName = "default_color.dds";
string UIName = "Color Texture";
string ResourceType = "2D";
>;
texture NormalMap : NORMAL <
string ResourceName = "default_bump_normal.dds";
string UIName = "Normal-Map Texture";
string ResourceType = "2D";
>;
texture SpecularMap : DIFFUSE <
string ResourceName = "default_color.dds";
string UIName = "Specular Texture";
string ResourceType = "2D";
>;
ok calling them in the code remeber I'm flying blind but I see the similarities in the instruction between 3drad and 3Impact.
so.
the floats will translate easily.
float cTileCount = 1.0f;
iShaderFloatSet(OBJ_X,"TileCount",cTileCount );
we have our object -> the name of the value in the shader -> 3drad equivelent of the value;
and you would do the same for textures
int textureindex = iShaderTextureCreate("somepath\\sometexture.dds");
iShaderTextureSet(OBJ_X,"diffuseMap",textureindex);
we have our object->texture name in the shader->our diffuseMap texture index.
Note: not sure if 3drad shader support cube textures(EnvMap's) so if it doesn't the cube lights and reflection shaders won't work, so Fernando will have to confirm.anyway hope that gets you started, goodluck!

(back to celebrating

)
genetransfer.
Edit: just note that if useing the point light/cube light shaders unless you alter the names of the lights to 3drad equivelant you won't be able to control them in the editor but you will have to control the in the script.
also for cube shaders if you want the cube map projected onto anything, that thing will have to have the same shader applied.
when dealing with a particluar shader all objects that you want it to effect will have to have it applied, you can specify different values i.e. light positions for each object with the shader applied but iff you want it to effect all objects in your scene all your object will have to have the same shader applied and their light position values at the same lovation, hope that makes sense. ok really back to celebrating now
