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Re: Question to the height map? (AUM 53) [Re: tompo] #132285
06/13/07 18:51
06/13/07 18:51
Joined: Jan 2004
Posts: 557
Wurzen, Deutschland
White_Wolf Offline OP
User
White_Wolf  Offline OP
User

Joined: Jan 2004
Posts: 557
Wurzen, Deutschland
@tompo

Quote:

can get using guitar's NM shader




Where can I find it? I have use the search but i dont find it.

Quote:

textures are in wrong position




but only when I use the Parallax mapping shader. When i don't use the shader is the position correct.


A8 Com Version 8.40 Win 7 64 Bit
Re: Question to the height map? (AUM 53) [Re: White_Wolf] #132286
06/14/07 14:29
06/14/07 14:29
Joined: Apr 2005
Posts: 3,076
Germany, NRW
rvL_eXile Offline

3D Artist
rvL_eXile  Offline

3D Artist

Joined: Apr 2005
Posts: 3,076
Germany, NRW
Try this link to xXxGuitars Shader:
http://www.coniserver.net/ubbthreads/sho...e=0&fpart=1

cYa Sebastian


Tutorials:
[Blender]Terrain creation ENG/GER
[Blender]Low Poly Tree Modeling
[GIMP]Create a Texture for Terrains
CLICK HERE


Re: Question to the height map? (AUM 53) [Re: rvL_eXile] #132287
06/18/07 03:11
06/18/07 03:11
Joined: Mar 2006
Posts: 2,503
SC, United States
xXxGuitar511 Offline
Expert
xXxGuitar511  Offline
Expert

Joined: Mar 2006
Posts: 2,503
SC, United States
Thank you all for the refrences

I've been thinking about writing a paralax shader for a while now. I'm waiting until I upgrade my system and/or buy SPHERE. My computers fast enough to run shaders for testing, but not in a game environment...


BTW: I havn't seen the code for the shader you describe, but somethings wrong with it. It needs to be modified...

Last edited by xXxGuitar511; 06/18/07 03:12.

xXxGuitar511
- Programmer
Re: Question to the height map? (AUM 53) [Re: White_Wolf] #132288
06/18/07 16:19
06/18/07 16:19
Joined: Sep 2002
Posts: 8,177
Netherlands
PHeMoX Offline
Senior Expert
PHeMoX  Offline
Senior Expert

Joined: Sep 2002
Posts: 8,177
Netherlands
Quote:

but only when I use the Parallax mapping shader. When i don't use the shader is the position correct.




Just post the shader code you've got here, I'm sure it's very easy to solve. The only thing that goes wrong is the offset get's displaced by some part of the code. The parallax code would have been used for a wall, not for objects like a tank, because it has this tiling code in it.

It's probably a matter of changing two numbers,

Cheers


PHeMoX, Innervision Software (c) 1995-2008

For more info visit: Innervision Software
Re: Question to the height map? (AUM 53) [Re: PHeMoX] #132289
06/18/07 17:27
06/18/07 17:27
Joined: Jan 2004
Posts: 557
Wurzen, Deutschland
White_Wolf Offline OP
User
White_Wolf  Offline OP
User

Joined: Jan 2004
Posts: 557
Wurzen, Deutschland
@ PHeMoX

Quote:

The parallax code would have been used for a wall, not for objects like a tank,




Tanks for this awnser, i din't know this. So i use the paralax mapping shader only for walls in the future. For my tank use I jet the Normal Mapping code from xXxGuitar511. It is a very graet code.

By White_Wolf

P.S. Sorry for my bad english


A8 Com Version 8.40 Win 7 64 Bit
Re: Question to the height map? (AUM 53) [Re: White_Wolf] #132290
06/18/07 20:25
06/18/07 20:25
Joined: Sep 2002
Posts: 8,177
Netherlands
PHeMoX Offline
Senior Expert
PHeMoX  Offline
Senior Expert

Joined: Sep 2002
Posts: 8,177
Netherlands
Von mir aus kannst du auch Deutsch reden, ist kein problem, auch wenn dein Englisch garnicht so schlimm ist.

Ich wollte dir nur mal sagen das mann schon dieses code für models benützen kann, nur muss mann die code einwenig ändern damit das alles auch richtig funktioniert. Das war auch wieso ich fragte ob du mal den code posten kannst, vielleicht kann ich dir damit helfen, trotzdem, du hast es richtig verstanden, diesen parallax shadern sind eigentlich nicht so ganz für models wie tanks oder spieler-models gemeint.

Alles gute,


PHeMoX, Innervision Software (c) 1995-2008

For more info visit: Innervision Software
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