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Re: Normal-Mapping Shader (The Best @ vsps2.0)
[Re: foodstamp]
#120821
05/22/07 18:55
05/22/07 18:55
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Joined: Nov 2006
Posts: 70 UK!
erbismi
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There doesn't seem to be much of a problem, only that maybe the light is too bright. Try adjusting the material properties by customising NM.wdl in MED. I think most of the problem may be with the model and skins.
Last edited by erbismi; 05/22/07 18:57.
-www.llamastormgames.page.tl
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Re: Normal-Mapping Shader (The Best @ vsps2.0)
[Re: erbismi]
#120822
05/22/07 20:59
05/22/07 20:59
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Joined: Aug 2004
Posts: 137
foodstamp
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Quote:
There doesn't seem to be much of a problem, only that maybe the light is too bright. Try adjusting the material properties by customising NM.wdl in MED
You mean in WED right ? What ones do I adjust ? I tried messing with em and either gets to bright or too dark.
Quote:
I think most of the problem may be with the model and skins.
OK on this what would need to be done to the model ? I am using milkshape and as far as I know there is no light settings in milkshape unless I missed it.
On the texture I have put my greyscale as low as it can get without it being all black.
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Re: Normal-Mapping Shader (The Best @ vsps2.0)
[Re: foodstamp]
#120823
05/23/07 16:25
05/23/07 16:25
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Joined: Nov 2006
Posts: 70 UK!
erbismi
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Yeah i did mean in WED. Presuming the problem you identified is that the wall is too bright, just try lowering the specular values for NM.wdl, or just make the light a bit less bright. As far as the model goes, i believe you can also adjust specularity with the alpha channel of the normal map.
-www.llamastormgames.page.tl
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Re: Normal-Mapping Shader (The Best @ vsps2.0)
[Re: erbismi]
#120824
05/28/07 17:33
05/28/07 17:33
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Joined: Mar 2006
Posts: 2,503 SC, United States
xXxGuitar511
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Thank you erbismi! And you are correct as well...
BTW: For flat shading on surfaces, your faces must be unwelded at edges. Shaders interpolate the normals of vertices, which will give you strange lighting when the vertices meet at a corner (such as your building).
You should unweld the faces where there should not be a smooth lighting between faces. I hope I've explained this well...
xXxGuitar511 - Programmer
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Re: Normal-Mapping Shader (The Best @ vsps2.0)
[Re: fogman]
#120829
06/10/07 17:13
06/10/07 17:13
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Joined: Mar 2006
Posts: 2,503 SC, United States
xXxGuitar511
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Static meshes are latest A7 beta, right? I'm limited to A6.6 Pro, so I can't really test it to help you... If I'm wrong, please let me know Either way, email me (email on profile) and I'll see what I can do...
xXxGuitar511 - Programmer
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Re: Normal-Mapping Shader (The Best @ vsps2.0)
[Re: xXxGuitar511]
#120830
06/30/07 20:03
06/30/07 20:03
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Joined: Mar 2006
Posts: 2,503 SC, United States
xXxGuitar511
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Alright, I finally spent ~10 minutes doing an update for the shader... fixes: - Accidentally commented out first light on last release, it's uncommented now - Alpha transparency should work now... - Albedo property of model controls its specularity (glossyness) in addition to the alpha channel of the normal map - Ambient property of model works in addition to the material property. - removed an extra texture lookup, which might make the shader run a (little) bit faster, but who knows?... ...Thats about it really. I didn't do too much. The first light being skipped was the biggest problem. It's still running in 2 passes, with 3 dyn lights, sunlight, and static lighting. I can add more dyn lights if needed. PS2.0 limits me to 2 dyn lights per pass though. NM.ZIP
xXxGuitar511 - Programmer
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