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normalmapping #119245
03/24/07 16:12
03/24/07 16:12
Joined: Feb 2006
Posts: 302
Beienrode/NDS/GERMANY
Dj_Pint Offline OP
Senior Member
Dj_Pint  Offline OP
Senior Member

Joined: Feb 2006
Posts: 302
Beienrode/NDS/GERMANY
hey there! i use Matt's Normalmapping Specular shader and it looks great. but my weapon isn't reflecting the light when its firing, nor the other static or dynamic lights. can anyone tell me how to fix this?

greez, dj pint


if u want to see some stuff i made, go to youTube and search for djpint, not dj pint^^
Re: normalmapping [Re: Dj_Pint] #119246
03/24/07 18:26
03/24/07 18:26
Joined: Aug 2003
Posts: 511
Hilden in Germany
RobH Offline
User
RobH  Offline
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Joined: Aug 2003
Posts: 511
Hilden in Germany
Did you make your weapon as a view entity? If yes, your lights won´t work on models!

Re: normalmapping [Re: RobH] #119247
03/26/07 15:29
03/26/07 15:29
Joined: Feb 2006
Posts: 302
Beienrode/NDS/GERMANY
Dj_Pint Offline OP
Senior Member
Dj_Pint  Offline OP
Senior Member

Joined: Feb 2006
Posts: 302
Beienrode/NDS/GERMANY
no, i took a model and attachet it with vec_for_vertex to the hand of the player...

the normalmapped models aren't influenced by any light, even the static... this sucks^^


if u want to see some stuff i made, go to youTube and search for djpint, not dj pint^^
Re: normalmapping [Re: Dj_Pint] #119248
03/26/07 19:02
03/26/07 19:02
Joined: Jan 2006
Posts: 1,829
Neustadt, Germany
T
TWO Offline

Serious User
TWO  Offline

Serious User
T

Joined: Jan 2006
Posts: 1,829
Neustadt, Germany
Do you use dynamic lights? Are their lightranges big enaugth? Is the shader properly attached?

Re: normalmapping [Re: TWO] #119249
03/29/07 11:39
03/29/07 11:39
Joined: Feb 2006
Posts: 302
Beienrode/NDS/GERMANY
Dj_Pint Offline OP
Senior Member
Dj_Pint  Offline OP
Senior Member

Joined: Feb 2006
Posts: 302
Beienrode/NDS/GERMANY
es, the lightrange is very big. the arm which is holding the weapon is influenced by the lights (it has o normal mapping) but the weapon itself isn't...
i have the shader from the wiki, maybe there is another one out there?


if u want to see some stuff i made, go to youTube and search for djpint, not dj pint^^
Re: normalmapping [Re: Dj_Pint] #119250
03/30/07 10:59
03/30/07 10:59
Joined: Jan 2006
Posts: 1,829
Neustadt, Germany
T
TWO Offline

Serious User
TWO  Offline

Serious User
T

Joined: Jan 2006
Posts: 1,829
Neustadt, Germany
Yes, use http://www.bcoding.com/NM.zip

I will change the wiki soon.

Re: normalmapping [Re: TWO] #119251
03/30/07 13:05
03/30/07 13:05
Joined: Feb 2006
Posts: 302
Beienrode/NDS/GERMANY
Dj_Pint Offline OP
Senior Member
Dj_Pint  Offline OP
Senior Member

Joined: Feb 2006
Posts: 302
Beienrode/NDS/GERMANY
hwwy, this is great! thanks, bloodline!

hmm, now i recognise, that the models aren't influenced by the sun... the dynamic and static lights work well, but the sun not! even if i change vecSunDiffuse!!!!
sh*****! can u tell me, how i have to change vecSunDiffuse? does the model react more to the sunlight if the value is bigger or smaller? best regards, dj pint

Last edited by Dj_Pint; 03/30/07 15:08.

if u want to see some stuff i made, go to youTube and search for djpint, not dj pint^^
Re: normalmapping [Re: Dj_Pint] #119252
03/31/07 04:10
03/31/07 04:10
Joined: Mar 2006
Posts: 2,503
SC, United States
xXxGuitar511 Offline
Expert
xXxGuitar511  Offline
Expert

Joined: Mar 2006
Posts: 2,503
SC, United States
It reacts to [dynamic] sunlight. set the values of vecSunDiffuse between 0 & 1

ex: A red sun would be:
float4 vecSunDiffuse = {1, 0, 0, 1};


Move your sun using [vec]sun_angle through your c-script...

Last edited by xXxGuitar511; 03/31/07 04:11.

xXxGuitar511
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