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Normalmapping with multi-textured terrains #142422
07/20/07 17:14
07/20/07 17:14
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vartan_s Offline OP
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Is there any way to normalmap a certain texture on a multitextured terrain?

Re: Normalmapping with multi-textured terrains [Re: vartan_s] #142423
07/20/07 17:52
07/20/07 17:52
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Slin Offline
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xXxGuitar511 posted on a few weeks/months ago
Just search for it in the shaderforum or wait a few more days...

Slin

Re: Normalmapping with multi-textured terrains [Re: Slin] #142424
07/21/07 02:47
07/21/07 02:47
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xXxGuitar511 Offline
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It's in this section somewhere. Just go back a few days, shouldn't be hard to find. It actually ran very well too, but it applied normalmapping to all (4) textures and an additional one over the entire terrain...


xXxGuitar511
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Re: Normalmapping with multi-textured terrains [Re: xXxGuitar511] #142425
07/21/07 05:35
07/21/07 05:35
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vartan_s Offline OP
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I've seen that thread, but it doesn't help, as my textures are defined by script, not by terrain skins. I could change to one with terrain skins, but I'm hoping I don't have to.

Re: Normalmapping with multi-textured terrains [Re: vartan_s] #142426
07/21/07 07:26
07/21/07 07:26
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Sphere2 can do it I think, but unfortunately doesn't work with >A6.40 engine updates.


smile
Re: Normalmapping with multi-textured terrains [Re: D3D] #142427
07/21/07 10:26
07/21/07 10:26
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Slin Offline
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Quote:


I've seen that thread, but it doesn't help, as my textures are defined by script, not by terrain skins. I could change to one with terrain skins, but I'm hoping I don't have to.





the problem is, that it is only possible to pass 4 entity skins and 4 materialskins to the shader. This shader needs 8 textures, so they all have to be used.
The C-Script part of that shader assigns the entity skins 5-8 to the 4 materialskins.
Maybe you could load the first four entity skins from the script but I have no idea, how that could be done...

Re: Normalmapping with multi-textured terrains [Re: Slin] #142428
07/21/07 16:42
07/21/07 16:42
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xXxGuitar511 Offline
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I'll go find the shader, but I need to know from you which tex's need to be loaded from the material (as Slin said, max 4)...

Also, if there's anything else you need modified on the shader, tell me now...


xXxGuitar511
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Re: Normalmapping with multi-textured terrains [Re: xXxGuitar511] #142429
07/21/07 17:20
07/21/07 17:20
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vartan_s Offline OP
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Thanks. There are two textures as the actual terrain skins. 1 is the base skin, which in my terrain is completely hidden. Skin 2 is the red/green/blue texture map which indicates where the terrains will be painted. The 3 textures to be painted are defined by script, although I am playing with how much they tile. (It's the one from AUM 56).

Re: Normalmapping with multi-textured terrains [Re: vartan_s] #142430
07/21/07 18:08
07/21/07 18:08
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xXxGuitar511 Offline
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Ok, as said I have access to 4 ent skins and 4 mtl skins. Which ones need to be mapped where?

ent:
1) base skin - fallback support, right?
2) mask

mtl:
1) diffuse 1
2) diffuse 2
3) diffuse 3

Which textures need to be normalmapped, and does the normalmap need to be dynamic (through material)?

Also, I can change the tiling factor through the shader, How do you want to access them through c-script (material or entity skills)?


The more info/details you give me the better!


xXxGuitar511
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Re: Normalmapping with multi-textured terrains [Re: xXxGuitar511] #142431
07/23/07 05:10
07/23/07 05:10
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vartan_s Offline OP
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Well, it's all in AUM 56, so, in the entity, skin 1 is the base skin for fallback support, 2 is the mask.

I define the 3 skins to be multitextured by script. The one masked by green is the one to be normalmapped. Basically, its tex 4.

It will be much easier if you download AUM 56, which includes the multi-texturing code I am using.

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