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Re: Per Pixel / Normal Mapping Tutorial v1.1..
[Re: Nadester]
#30268
07/28/04 14:24
07/28/04 14:24
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Drew
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of course... PM sent
Argonautut -
Its a tough call on how much to use the effect, for now keep it simple... I suggest for items and physics objects..
I really hope this shader is improved if possible, its so close to being really great...
Nice screen!
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Re: Per Pixel / Normal Mapping Tutorial v1.1..
[Re: Drew]
#30269
07/28/04 15:10
07/28/04 15:10
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Drew
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Im having a problem, maybe other have too or recognize it... Some of my meshes contain some sort information that I cant clear. The problem model is the reflective one, its using the tutorial shader, which works great on the walls. The other test models use the basic perpixel shader from Nadester's shader viewr... Has anyone seen this effect? 
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Re: Per Pixel / Normal Mapping Tutorial v1.1..
[Re: Drew]
#30270
07/30/04 06:28
07/30/04 06:28
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Drew
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Got it  it was a normals problem. The fix is the select the faces and drag them off to a new object, leaving a few behind. I assume this breaks up whatever UV or bad normal info thats in there. IT LOOKS AMAZING NOW!!! getting closer to "Doom3-like" lighting...screens soon
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Re: Per Pixel / Normal Mapping Tutorial v1.1..
[Re: BigBrainz]
#30277
07/31/04 03:42
07/31/04 03:42
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Posts: 1,276 trapped in a paper bag
Drew
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Nice video. perfect example... yes I did the same thing, attached a light to the player, and in my halls it looked amazing, until I left the object behind, the same exact thing happened, the light stuck. Since Im not a programmer I have no idea how to fix this... this is a prime example why I posted the shader, Maybe the other shader folks or Matt have some ideas how to fix it.  BTW the normal map looks fine...
I'm still screwed with my meshes, If I chop off the front half of my character it works great, but If I use a full character (from max) it looks reflection mapped with the shader poking through.. I beleive its a normals problem, anyone know of a way to fix/unify normals besides using max's edit mesh or normal modifiers? they screw my models up worse...
Update-
Got it...Had to weld verts and unify normals
Also , seems like the effect is stronger based on scale of my objects in MED...
Last edited by Drew; 08/01/04 12:55.
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