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Re: Normalmapping (in development)
[Re: MaxF]
#117170
03/15/07 14:00
03/15/07 14:00
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MaxF
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Hi JCL This is what I did: 1) Copied the shader code and save it as normalmap.fx 2) In Med the textured skin is set to Skin0 and the normal map is set to Skin1, attached the normalmap.fx file using the Med’s Skin settings. 3) Load the model in to WED. 4) Include default.fx into the project. I have the latest version. What’s going wrong 
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Re: Normalmapping (in development)
[Re: RobH]
#117172
03/15/07 14:15
03/15/07 14:15
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MaxF
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Thanks RobH, Will try this  I see now, this is not shader code right? Quote:
MATERIAL mtl_bump { //Normal Map must be on Skin2 effect= "
"; }
and should go in WDL.
Last edited by MaxF; 03/15/07 14:21.
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Re: Normalmapping (in development)
[Re: jcl]
#117175
03/15/07 16:51
03/15/07 16:51
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MaxF
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Got'ya  -------------------- Plus : I know that I ask a lot  Could you add Frank_G stuff - Quote:
improved 2.0 version with specularity and affected by a few dynamic lights. This 1.1 version could be the fallback for the more powerful version.
This would be ACE 
Last edited by MaxF; 03/15/07 16:54.
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Re: Normalmapping (in development)
[Re: jcl]
#117178
03/16/07 13:07
03/16/07 13:07
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Posts: 1,364 Minbar
MaxF
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You are the best ever  This engine would be so kool, if you add specularity and dynamic lights for 1.0, 2.0, 3.0 with fall back  I think this is a big selling feature if you add shaders like the one above and make it easy to add to projects.
Last edited by MaxF; 03/16/07 13:12.
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Re: Normalmapping (in development)
[Re: jcl]
#117179
03/17/07 08:26
03/17/07 08:26
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Joined: Oct 2003
Posts: 4,131
Matt_Aufderheide
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Quote:
I do not want to add 2.0 shaders to A6. A6 was intended to run on 1.0 hardware completely
i dont really understand this..why not have alternative shader code? And who has a pixel shader 1.0 only card? that's ONLY geForce 3 ( all other shader-capable cards supported higher versions like 1.3, 1.4 etc).
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