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.
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