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Re: Normalmapping (in development) [Re: MaxF] #117170
03/15/07 14:00
03/15/07 14:00
Joined: Jul 2002
Posts: 1,364
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MaxF Offline OP
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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


Re: Normalmapping (in development) [Re: MaxF] #117171
03/15/07 14:10
03/15/07 14:10
Joined: Aug 2003
Posts: 511
Hilden in Germany
RobH Offline
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RobH  Offline
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Hilden in Germany
Test it this way:
Copy the full text into SED and save it as mat_bumb.WDL for example. Then include it in your main wdl and add it by material in the model properties in WED. Compile your level and then it must work.

Re: Normalmapping (in development) [Re: RobH] #117172
03/15/07 14:15
03/15/07 14:15
Joined: Jul 2002
Posts: 1,364
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MaxF Offline OP
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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.
Re: Normalmapping (in development) [Re: MaxF] #117173
03/15/07 15:38
03/15/07 15:38
Joined: Aug 2003
Posts: 511
Hilden in Germany
RobH Offline
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RobH  Offline
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Joined: Aug 2003
Posts: 511
Hilden in Germany
I´m not a shader specialist but i think you can save it too in a fx file, but then you have to script a material in SED and load from there the fx. I must test it myself, i have it made like i said and was happy that it works!!

Re: Normalmapping (in development) [Re: RobH] #117174
03/15/07 16:27
03/15/07 16:27
Joined: Jul 2000
Posts: 28,024
Frankfurt
jcl Offline

Chief Engineer
jcl  Offline

Chief Engineer

Joined: Jul 2000
Posts: 28,024
Frankfurt
A MATERIAL and a shader are two different things. Materials can contain effects and effects can contain shaders, but not vice versa.

The .fx format was defined by Microsoft for effect files. Microsoft does not know about Acknex Materials. So if you want to create an .fx file, you need to copy the effect out of the material (between but not including the "" quotes).

Re: Normalmapping (in development) [Re: jcl] #117175
03/15/07 16:51
03/15/07 16:51
Joined: Jul 2002
Posts: 1,364
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MaxF Offline OP
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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.
Re: Normalmapping (in development) [Re: MaxF] #117176
03/15/07 18:40
03/15/07 18:40
Joined: Apr 2005
Posts: 4,506
Germany
F
fogman Offline
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fogman  Offline
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F

Joined: Apr 2005
Posts: 4,506
Germany
Quote:

Could you add Frank_G stuff




Yes, that would be extremely nice.


no science involved
Re: Normalmapping (in development) [Re: fogman] #117177
03/16/07 07:17
03/16/07 07:17
Joined: Jul 2000
Posts: 28,024
Frankfurt
jcl Offline

Chief Engineer
jcl  Offline

Chief Engineer

Joined: Jul 2000
Posts: 28,024
Frankfurt
I do not want to add 2.0 shaders to A6. A6 was intended to run on 1.0 hardware completely - 2.0, 3.0 and above are for A7 only.

However, maybe I'll attempt to implement specularity and dynamic lights also for 1.0. This is a little challenging, like a puzzle, but I think its doable.

Re: Normalmapping (in development) [Re: jcl] #117178
03/16/07 13:07
03/16/07 13:07
Joined: Jul 2002
Posts: 1,364
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MaxF Offline OP
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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.
Re: Normalmapping (in development) [Re: jcl] #117179
03/17/07 08:26
03/17/07 08:26
Joined: Oct 2003
Posts: 4,131
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Matt_Aufderheide Offline
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Matt_Aufderheide  Offline
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M

Joined: Oct 2003
Posts: 4,131
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).


Sphere Engine--the premier A6 graphics plugin.
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