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Re: Per Pixel / Normal Mapping Tutorial v1.1..
[Re: Drew]
#30308
05/18/05 23:19
05/18/05 23:19
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Joined: Sep 2002
Posts: 8,177 Netherlands
PHeMoX
Senior Expert
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Senior Expert
Joined: Sep 2002
Posts: 8,177
Netherlands
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Quote:
Im glad you find it useful, sorry about the max only instructions, I use max for everything I do at work so I forget its not readily available ...I would love if someone would write an update with support for a free or cheaper app...:)
I won't be supporting the tutorial anymore...Im way to busy and am putting gamestudio down for a while...
Can anyone host the zip file? Thanks!!
If only you've read the whole thread Anyways, I don't have the tutorial readily available, but should have it somewhere.... Also what versions of 3DGS do you have?
Cheers
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Re: Per Pixel / Normal Mapping Tutorial v1.1..
[Re: PHeMoX]
#30309
05/19/05 07:36
05/19/05 07:36
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Joined: Sep 2004
Posts: 1,214 Austin, Texas
Josh_Arldt
Senior Developer
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Senior Developer
Joined: Sep 2004
Posts: 1,214
Austin, Texas
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Quote:
Also what versions of 3DGS do you have?
Everyone here should have A6.31.4. If they don't they should go download the update.
I have been wanting to play around with this tutorial in A6.31.4 for some time now. I thought I saved this tutorial to a cd when Drew first released it but I can't find it. 
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Re: Per Pixel / Normal Mapping Tutorial v1.1..
[Re: okitainda]
#30315
05/21/05 04:55
05/21/05 04:55
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Joined: Sep 2004
Posts: 1,214 Austin, Texas
Josh_Arldt
Senior Developer
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Senior Developer
Joined: Sep 2004
Posts: 1,214
Austin, Texas
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I finally got this shader updated to dx9!  There's a problem with it though.  I have no idea(yet) why it does this. It ends up looking like this: I would be very gratefull if somebody would take a look at the effect and try to fix it. If you think you can fix it pm me. Would it be right changing these: Quote:
float v0[3]; //position float v3[3]; //normal float v7[3]; //uv float v8[3]; //tangent
to these:
Quote:
dcl_position v0; //position dcl_normal v3; //normal dcl_texcoord0 v7; //uv dcl_texcoord1 v8; //tangent
?
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