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What Shader do I need #67321
03/20/06 12:20
03/20/06 12:20
Joined: Nov 2004
Posts: 181
Germany, Saarland, Nohfelden
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Locutus_of_Borg Offline OP
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Locutus_of_Borg  Offline OP
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Joined: Nov 2004
Posts: 181
Germany, Saarland, Nohfelden
Hi,
I'm a starter at shader and I wonder what shader is best for me.
At first I would like to create a FPS with technical and sci-fi textures. So I need a shader that makes the metal look real. I downloaded several textures such as:

and

and

I already have the normalmaps. I made them with Gimp.
Now I'd like to make them look real.
I downloaded Matt_Aufderheide's Pixelshader 2.0 and I noticed that I can't use static lights when I use this shader and only dynamic lights. So do you all work with dynamic lights and don't use staic lights at all. (and by the way: how can let a model with a dynamic light follow a path??)

Can anyone help me to find the best fx-file for me and can you give me some short advices?

EDIT: This is an example of what I want (game is doom3)


Thanks a lot
Locutus

Last edited by Locutus_of_Borg; 03/20/06 12:37.
Re: What Shader do I need [Re: Locutus_of_Borg] #67322
03/21/06 12:30
03/21/06 12:30
Joined: Nov 2004
Posts: 181
Germany, Saarland, Nohfelden
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Locutus_of_Borg Offline OP
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Locutus_of_Borg  Offline OP
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Joined: Nov 2004
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Germany, Saarland, Nohfelden

This is what it looks like in my test-level.
How do I get a better quality???
Please help!

Re: What Shader do I need [Re: Locutus_of_Borg] #67323
03/21/06 14:55
03/21/06 14:55
Joined: Jun 2005
Posts: 4,875
broozar Offline
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broozar  Offline
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Joined: Jun 2005
Posts: 4,875
a) use better normal maps
b) adjust the specular value

Re: What Shader do I need [Re: broozar] #67324
03/21/06 18:55
03/21/06 18:55
Joined: Nov 2004
Posts: 181
Germany, Saarland, Nohfelden
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Locutus_of_Borg Offline OP
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Locutus_of_Borg  Offline OP
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Germany, Saarland, Nohfelden
how do I get better normal maps?
this is the normal map I use here:


Re: What Shader do I need [Re: Locutus_of_Borg] #67325
03/21/06 19:20
03/21/06 19:20
Joined: Aug 2005
Posts: 1,230
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MichaelGale Offline
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MichaelGale  Offline
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Joined: Aug 2005
Posts: 1,230
If you've Photoshop, you can use these tools here:
http://developer.nvidia.com/object/photoshop_dds_plugins.html

Just a few settings and you can create better normal maps. The problem with your normal map that it has nearly no height.

Regards


Your friendly mod is at your service.
Re: What Shader do I need [Re: Locutus_of_Borg] #67326
03/21/06 20:54
03/21/06 20:54
Joined: Oct 2003
Posts: 4,131
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Matt_Aufderheide Offline
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Matt_Aufderheide  Offline
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Quote:


This is what it looks like in my test-level.
How do I get a better quality???
Please help!




First, dont use WED level geometry blocks. These dont work well with shaders. USe models. Or better yet, buy Sphere Engine, and you can do much better.


Sphere Engine--the premier A6 graphics plugin.
Re: What Shader do I need [Re: Locutus_of_Borg] #67327
03/21/06 21:36
03/21/06 21:36
Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
Pappenheimer Offline
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Pappenheimer  Offline
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Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
Quote:

So do you all work with dynamic lights and don't use static lights at all. (and by the way: how can let a model with a dynamic light follow a path??)




As Matt said, you have to use models instead of blocks.
You can only use dynamic light.
You can achieve a sort of static light, if you make it as HeelX has written in his tutorial.
You can move the light, when you apply it to an entity (which follows the path) with "my.cast = on;". (Didn't test it.)

Re: What Shader do I need [Re: Pappenheimer] #67328
03/21/06 22:14
03/21/06 22:14
Joined: Nov 2004
Posts: 181
Germany, Saarland, Nohfelden
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Locutus_of_Borg Offline OP
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Locutus_of_Borg  Offline OP
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Models??? Never thought of that!
So I design my level in WED load it in MED and save it as mdl?
Or do I have to design all the level parts, like floor and walls in MED, save as mdl and then put all MDLs in WED together?

By the way: my.cast=on;? doesn't that mean that this lightsource will cast shadows?

Re: What Shader do I need [Re: Locutus_of_Borg] #67329
03/21/06 22:31
03/21/06 22:31
Joined: Jul 2003
Posts: 893
Melbourne, Australia
Matt_Coles Offline

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Matt_Coles  Offline

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Posts: 893
Melbourne, Australia
You'll have to retexture them when they the level is a model. The problem you are having is because errors with shaders and world blocks

Re: What Shader do I need [Re: Locutus_of_Borg] #67330
03/21/06 22:52
03/21/06 22:52
Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
Pappenheimer Offline
Senior Expert
Pappenheimer  Offline
Senior Expert

Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
Quote:

Models??? Never thought of that!
So I design my level in WED load it in MED and save it as mdl?
Or do I have to design all the level parts, like floor and walls in MED, save as mdl and then put all MDLs in WED together?





The second.

Quote:


By the way: my.cast=on;? doesn't that mean that this lightsource will cast shadows?




I'm not sure. I don't use shader yet.

How did you make your lightsource now? - That piece of code has to be applied to an entity that moves along the path.

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