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Re: Normal-Mapping Shader (The Best @ vsps2.0)
[Re: PHeMoX]
#120772
04/12/07 02:43
04/12/07 02:43
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Joined: Oct 2005
Posts: 4,771 Bay City, MI
lostclimate
Expert
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Expert
Joined: Oct 2005
Posts: 4,771
Bay City, MI
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hey, i need help, how can i turn down or turn off your per-pixel shading, as it is wayyyy tooo dark for my game, i tried playing with the ambient and diffuse values, as it looks like there passed into the shader, but it isnt affecting anything, as far editing the shader yourself, all your color calculations are soooo messed up with so many multiplications and additions, i dont really want to screw with it.
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Re: Normal-Mapping Shader (The Best @ vsps2.0)
[Re: lostclimate]
#120773
04/12/07 03:13
04/12/07 03:13
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Joined: Mar 2006
Posts: 2,503 SC, United States
xXxGuitar511
OP
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OP
Expert
Joined: Mar 2006
Posts: 2,503
SC, United States
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it's actually vertex lit, and just pixel [normals coloring thing] Increasing the ambient flag in the shader should do it, but thats just temporary. The new version will allow you to adjust ambience through the models ambient var. The complicated multiplications are from Matt. There for calculating specular lighting... I'll try and get it uploaded tonight...
xXxGuitar511 - Programmer
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Re: Normal-Mapping Shader (The Best @ vsps2.0)
[Re: lostclimate]
#120775
04/12/07 04:04
04/12/07 04:04
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Joined: Mar 2006
Posts: 2,503 SC, United States
xXxGuitar511
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Joined: Mar 2006
Posts: 2,503
SC, United States
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Yeah, I know what you mean...
It's comming along though. I've gotten: tangents fixed. [model]alpha fixed. [model]ambient added. sun_color fix. flags for static light use (enable_fake & enable_ambient) ...all i can think of right now...
xXxGuitar511 - Programmer
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Re: Normal-Mapping Shader (The Best @ vsps2.0)
[Re: xXxGuitar511]
#120776
04/14/07 04:32
04/14/07 04:32
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Joined: Mar 2006
Posts: 2,503 SC, United States
xXxGuitar511
OP
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OP
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Joined: Mar 2006
Posts: 2,503
SC, United States
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Alright. Next release is ALMOST done. In fact, i think it is done...
My only problem now is that my "web host" has seemed to have disapeered, so ... yeah...
I need someone to host it... PHeMoX, are you up for it again?
xXxGuitar511 - Programmer
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Re: Normal-Mapping Shader (The Best @ vsps2.0)
[Re: xXxGuitar511]
#120778
04/14/07 08:45
04/14/07 08:45
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Joined: Jul 2005
Posts: 421 Germany
DoC
Senior Member
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Senior Member
Joined: Jul 2005
Posts: 421
Germany
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Re: Normal-Mapping Shader (The Best @ vsps2.0)
[Re: DoC]
#120779
04/14/07 08:59
04/14/07 08:59
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Joined: Mar 2006
Posts: 2,758 Antwerp,Belgium
frazzle
Expert
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Expert
Joined: Mar 2006
Posts: 2,758
Antwerp,Belgium
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That is indeed some nice work Guitar But I wonder, is it me or do I mis a shadow on the first image ?? Cheers Frazzle
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Re: Normal-Mapping Shader (The Best @ vsps2.0)
[Re: frazzle]
#120780
04/14/07 12:45
04/14/07 12:45
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Joined: Sep 2003
Posts: 5,900 Bielefeld, Germany
Pappenheimer
Senior Expert
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Senior Expert
Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
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I love such screenshots too! Are these already such with an alphachannel in the normal map? An alpha channel which manages the shinyness? Or, do I mix it up with something different? Quote:
normal maps don't have to be glossy , most of the time you see this is here in the forum, where people don't create specular maps [alpha channel of normal map]. The specular channel controls the "glossy"ness
Last edited by Pappenheimer; 04/14/07 13:11.
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