They go into the Effects folder in the MMF2 directory.
They are accessed in HWA using the Application Properties and changing the Display Mode to >3D8 or 3D9. Then Click on the Frame Properties > Effects.
Marv









They go into the Effects folder in the MMF2 directory.
They are accessed in HWA using the Application Properties and changing the Display Mode to >3D8 or 3D9. Then Click on the Frame Properties > Effects.
Marv
458 TGF to CTF 2.5+ Examples and games
http://www.castles-of-britain.com/mmf2examples.htm


I am always bugging yves to add an angle option to the frame or layers effects as a hardcoded feature so it can use a vertex rather than pixel shader![]()
Thanks Marv!!
Is there some kind of tutorial on exactly on how this works? (I don't know why the active objects is moving side to side like that...I don't need that part) but the part with the ground moving is exactly what I am trying to replicate. Just mimicing the values just don't cut it...can someone explain this to me more....


Until CT is kind enough to add vertex angles to frame/layers (purty pwease :3), you should use pixel shader;
http://community.clickteam.com/showthread.php?t=58282
To be step-by-step; put that .fx and .htm file into your "effects" folder in MMF2's main folder.
In the properties for your project, make sure the display mode is set to "direct3d 9"; you can't use HLSL shaders in iOS or Java or Flash or anything, each has its own proprietary form of HWA and shaders
In the event editor, you can either using the "storyboard controls" object, or the "layers extension" in the same way. The layers extension needs to be added to your frame editor to be able to use it, but storyboard is always there.
Under the actions for that column, you can use the "frame->effect->set effect" option to choose the rotation shader. Say do this at the start of the frame
Now all you need to do is adjust the parameters to the shader, in this case "fAngle" for the angle of rotation.
You should do this through an always event or whatever, saying "frame->effect->set effect parameter", and set the angle there. You can rotate this as you please
Now select


Yves said he tried to add Vertex Shaders, but it was impossible, and planned for MMF3 instead.


Yes that would be difficult for adding generic vertex shaders to the pipeline, however the code for angles themselves couldn't be any different than that for active objects and other objects that already exists.









In the Application Properties.
Marv
458 TGF to CTF 2.5+ Examples and games
http://www.castles-of-britain.com/mmf2examples.htm