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Shiny wet pavement? #26571
04/23/04 22:59
04/23/04 22:59
Joined: Aug 2000
Posts: 7,490
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Orange Brat Offline OP

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Orange Brat  Offline OP

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Joined: Aug 2000
Posts: 7,490
What kind of a shader would be required for the just rained shiny wet pavement look? Is that possible with DX8?

http://www.zen45117.zen.co.uk/xsibase/beashading1.gif

http://www.3drender.com/sunday/images/cinema465.jpeg


My User Contributions master list - my initial post links are down but scroll down page to find list to active links
Re: Shiny wet pavement? [Re: Orange Brat] #26572
04/23/04 23:04
04/23/04 23:04
Joined: May 2002
Posts: 7,441
ventilator Offline
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ventilator  Offline
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Posts: 7,441
with environment bump mapping this effect could be achieved.

Re: Shiny wet pavement? [Re: ventilator] #26573
05/08/04 06:16
05/08/04 06:16
Joined: Aug 2000
Posts: 7,490
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Orange Brat Offline OP

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Do I need different textures for the different surfaces when using the shader? For example, one for the ground around any lights that need to be "reflected" and some for the walls around them? I'm a little in the dark on this since I haven't really delved into it much.


My User Contributions master list - my initial post links are down but scroll down page to find list to active links
Re: Shiny wet pavement? [Re: Orange Brat] #26574
05/14/04 06:20
05/14/04 06:20
Joined: May 2002
Posts: 7,441
ventilator Offline
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ventilator  Offline
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this effect would really be easy to do! the problem is that environment bump mapping doesn't work in a6 with nvidia cards...

basically you would just need a pavement texture, a bump map and a cube map for it. with a blend like 80% pavement texture and 20% bumpy reflections it would look wet. you could additionally mix in some colors, use gloss maps,...

Re: Shiny wet pavement? [Re: ventilator] #26575
05/14/04 06:26
05/14/04 06:26
Joined: Oct 2003
Posts: 1,258
Virginia, USA
qwerty823 Offline
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qwerty823  Offline
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Posts: 1,258
Virginia, USA
This shouldnt be an A6 specific problem. Im wondering if the bmap_to_uv/bmap_to_normals are converting the internal texture to a format not supported by nVidia cards. I have a dll that will return the texture format when passed a bmap. When I get a chance, Ill see which format is used, and what other formats are available, and if possible, if i can convert to the others. If it works, I might need a test subject with an nVidia card to try it out.


Never argue with an idiot. They drag you down to their level then beat you with experience
Re: Shiny wet pavement? [Re: qwerty823] #26576
05/14/04 06:34
05/14/04 06:34
Joined: May 2002
Posts: 7,441
ventilator Offline
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ventilator  Offline
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all i know is that my geforce4 shows EMBM perfectly well in games like far cry and several shader demos but there is no way to get it working with a6. it's a pity because EMBM is important for a lot of effects...

it would be great if you could somehow figure out what's wrong. i am ready to be test subject!

uv-offset texture formats [Re: ventilator] #26577
05/15/04 00:17
05/15/04 00:17
Joined: May 2002
Posts: 7,441
ventilator Offline
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ventilator  Offline
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Joined: May 2002
Posts: 7,441
i checked the texture formats a gf4 supports with the directx caps viewer.

maybe the following list of supported uv-offset formats is interesting? what does d3dusage_dmap mean? are there less nos with ati cards?

nvidia geforce4 ti 4200 -> d3d device types -> hal -> adapter formats -> d3dfmt_x8r8g8b8 (fullscreen) -> texture formats

Code:

texture formats 0 (plain) d3dusage_rendertarget d3dusage_autogenmipmap d3dusage_dmap
...
D3DFMT_V8U8 yes no no no
D3DFMT_L6V5U5 yes no no no
D3DFMT_X8L8V8U8 yes no no no
D3DFMT_Q8W8V8U8 yes no no no
...



Re: uv-offset texture formats [Re: ventilator] #26578
05/15/04 04:56
05/15/04 04:56
Joined: Oct 2003
Posts: 1,258
Virginia, USA
qwerty823 Offline
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Posts: 1,258
Virginia, USA
Just a few things to note:

Loading a bmp, the format becomes D3DFMT_R5G6B5 ( 23 )
Loading a tga, the format becomes D3DFMT_X8R8G8B8 ( 22 )

Calling bmap_to_uv(), makes it D3DFMT_V8U8 ( 60 )
Calling bamp_to_normals(), makes it D3DFMT_A8R8G8B8 ( 21 )



// Outupt from my bmap info dll, using a tga
Name: n_bmap
Bytespp: 3
Width: 256
Height: 256
Tex #1: W=256,H=256,FW=256,FH=256
F:22,T:1,U:0,P:1,S:262144,MST:0,W:256,H:256

Name: uv_bmap
Bytespp: 3
Width: 256
Height: 256
Tex #1: W=256,H=256,FW=256,FH=256
F:60,T:1,U:0,P:1,S:131072,MST:0,W:256,H:256

Name: n_bmap
Bytespp: 3
Width: 256
Height: 256
Tex #1: W=256,H=256,FW=256,FH=256
F:21,T:1,U:0,P:1,S:262144,MST:0,W:256,H:256


// Outupt from my bmap info dll, using a bmp
Name: n_bmap
Bytespp: 2
Width: 256
Height: 256
Tex #1: W=256,H=256,FW=256,FH=256
F:23,T:1,U:0,P:1,S:131072,MST:0,W:256,H:256

Name: uv_bmap
Bytespp: 2
Width: 256
Height: 256
Tex #1: W=256,H=256,FW=256,FH=256
F:60,T:1,U:0,P:1,S:131072,MST:0,W:256,H:256

Name: n_bmap
Bytespp: 2
Width: 256
Height: 256
Tex #1: W=256,H=256,FW=256,FH=256
F:21,T:1,U:0,P:1,S:262144,MST:0,W:256,H:256


Never argue with an idiot. They drag you down to their level then beat you with experience
Re: uv-offset texture formats [Re: ventilator] #26579
05/15/04 05:11
05/15/04 05:11
Joined: Oct 2003
Posts: 1,258
Virginia, USA
qwerty823 Offline
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qwerty823  Offline
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Joined: Oct 2003
Posts: 1,258
Virginia, USA
Quote:

i checked the texture formats a gf4 supports with the directx caps viewer.

maybe the following list of supported uv-offset formats is interesting? what does d3dusage_dmap mean? are there less nos with ati cards?




Are you using the Caps Viewer for DX8 or DX9? If your using the DX9 one, you maybe getting invalid results.

d3dusage_dmap has to do with the displacement mapping in dx9.

As to the ATI ones, my laptop has a 9600, and it shows all the below formats. I did notice that for my GeForce4 Ti 4200, i dont see D3DFMT_V8U8 for 16 bit fullscreen. Not sure if that is an issue or not.

Quote:


nvidia geforce4 ti 4200 -> d3d device types -> hal -> adapter formats -> d3dfmt_x8r8g8b8 (fullscreen) -> texture formats

Code:

texture formats 0 (plain) d3dusage_rendertarget d3dusage_autogenmipmap d3dusage_dmap
...
D3DFMT_V8U8 yes no no no
D3DFMT_L6V5U5 yes no no no
D3DFMT_X8L8V8U8 yes no no no
D3DFMT_Q8W8V8U8 yes no no no
...







Never argue with an idiot. They drag you down to their level then beat you with experience
Re: uv-offset texture formats [Re: qwerty823] #26580
05/15/04 05:22
05/15/04 05:22
Joined: May 2002
Posts: 7,441
ventilator Offline
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ventilator  Offline
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Joined: May 2002
Posts: 7,441
yes, i have directx9 installed and i used the directx9 caps viewer.

...
do you think it makes sense to try using some other uv-offset format instead of D3DFMT_V8U8?

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