Nope, those are static I tried to get the normalmapping working for levelgeometry this is what I came up with (besides many problems with A7...):
This is the version for flat textures but there is also one for shaded ones including the lightmap. The biggest problem at the moment with this is, that due to an engine bug the tangent isn´t set. The alpha channel of the normalmap is used for specularity but currently there isn´t one for this normalmap :P.
It works well, what else should be with it :P I did not show any screenshot of it because you won´t really see it and if so then not as very well looking... But it looks very nice in motion
Want to see it in motion^^. What about a Demo? pls.
Maybe at the next weekend. I am currently building a better testlevel to test the already done shaders and came up with a big problem: The sky is heavily disorted by the heat haze effect and blurred through the DoF. After trying around with this the whole day. I now probably got an idea on how to solve that and will hopefully get it done tomorrow. In this new level the water can be seen much better, so it is still not more than a terrain and a building :P :
Right, but I already fixed the problems a cuple of days ago But I still have the mentioned problems with the sky-.- It looks okay for the DoF now but really bad for the heat haze... Because of that here is a screenshot without those two things but with fog instead:
There was a mistake for the fog in the normalmappingshader I now fixed.
Honestly, who needs a heat haze 'in the sky'! Actually, a heat haze is above a flame of a fire place or a torch, or on day times, close above the street. The heat in a desert has to be achieved by a different trick then!