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Re: Normal maps in med [Re: Doc_Savage] #330670
06/29/10 01:41
06/29/10 01:41
Joined: Jan 2006
Posts: 2,157
Connecticut, USA
Blink Offline

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Blink  Offline

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Joined: Jan 2006
Posts: 2,157
Connecticut, USA
in SED, make sure you have included the nm.wdl.

ok, in WED, select a model, right click and scroll down to properties. you look at the first tab, and look down at materials. click on the folder icon, and if you added nm.wdl to the script, you select mat_NM as your material. update entities, run level and voila! you have a normal mapped model.


My Famous Quotes: "Hip hop is like a virus, infecting everyone and everything around it. Every form of media has some way,shape or form, assimilated hip hop into it." It has also mutated into other strains like, trip hop, house, rap, gangster, and conscious forms. Once you are infected with it, its with you for life."
Re: Normal maps in med [Re: Blink] #330788
06/29/10 19:56
06/29/10 19:56
Joined: Jan 2010
Posts: 145
Doc_Savage Offline OP
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Doc_Savage  Offline OP
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Joined: Jan 2010
Posts: 145



its... its... so beutiful!! thank you so much for your help!!! i highly appreciate it!

id put in an image but image host screwed things up and i cant for some reason tongue

Last edited by Doc_Savage; 06/29/10 20:00.

Do not concern yourself with my race, personality or origin. find my record in the pits, and then make your wager.
Re: Normal maps in med [Re: Doc_Savage] #330807
06/29/10 23:09
06/29/10 23:09
Joined: Jan 2006
Posts: 2,157
Connecticut, USA
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Posts: 2,157
Connecticut, USA
i am glad you like it. good you was able to make it work!


My Famous Quotes: "Hip hop is like a virus, infecting everyone and everything around it. Every form of media has some way,shape or form, assimilated hip hop into it." It has also mutated into other strains like, trip hop, house, rap, gangster, and conscious forms. Once you are infected with it, its with you for life."
Re: Normal maps in med [Re: Blink] #330827
06/30/10 02:49
06/30/10 02:49
Joined: Jan 2010
Posts: 145
Doc_Savage Offline OP
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Doc_Savage  Offline OP
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Joined: Jan 2010
Posts: 145
ok, now i have interesting questions

1: my model has 2 textures, one for the gem and one for the ring, why cant i get it to use 2 normal maps instead of just the first in line?

2: on generating a normal map, theres the option to invert x, y, and z. which way do i need to set these to make an object shiny and not "negative shiny"? if you get what i mean:p


3: is bump mapping done the same way?

Last edited by Doc_Savage; 06/30/10 02:51.

Do not concern yourself with my race, personality or origin. find my record in the pits, and then make your wager.
Re: Normal maps in med [Re: Doc_Savage] #330828
06/30/10 03:26
06/30/10 03:26
Joined: Jan 2006
Posts: 2,157
Connecticut, USA
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1. i dont know.

2. i am not sure.

3. you can add a bumpmap too.

did you find the normalmap generator? it creates diffuse, bump and mormals, and you can save and export them to be used in MED.

i really dont know how shaders are made, i just know how to use them. sorry i couldnt be better help.


My Famous Quotes: "Hip hop is like a virus, infecting everyone and everything around it. Every form of media has some way,shape or form, assimilated hip hop into it." It has also mutated into other strains like, trip hop, house, rap, gangster, and conscious forms. Once you are infected with it, its with you for life."
Re: Normal maps in med [Re: Blink] #330829
06/30/10 03:46
06/30/10 03:46
Joined: Jan 2010
Posts: 145
Doc_Savage Offline OP
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Doc_Savage  Offline OP
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Joined: Jan 2010
Posts: 145
ok, now how can i get my shader/bump map to react properly color wise? the sun in wed is yellow, and the shine is white on the model.

also, how can i get it to react to a sky cube? like a mirror effect? showing it on the model?



Last edited by Doc_Savage; 06/30/10 04:07.

Do not concern yourself with my race, personality or origin. find my record in the pits, and then make your wager.
Re: Normal maps in med [Re: Doc_Savage] #330832
06/30/10 04:12
06/30/10 04:12
Joined: Jan 2006
Posts: 2,157
Connecticut, USA
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Posts: 2,157
Connecticut, USA
for the reflection, try a shader from the massive shader collection, i am not sure about sun colors.


My Famous Quotes: "Hip hop is like a virus, infecting everyone and everything around it. Every form of media has some way,shape or form, assimilated hip hop into it." It has also mutated into other strains like, trip hop, house, rap, gangster, and conscious forms. Once you are infected with it, its with you for life."
Re: Normal maps in med [Re: Blink] #330834
06/30/10 05:37
06/30/10 05:37
Joined: Jan 2010
Posts: 145
Doc_Savage Offline OP
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Doc_Savage  Offline OP
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Joined: Jan 2010
Posts: 145
"massive shader collection"?


Do not concern yourself with my race, personality or origin. find my record in the pits, and then make your wager.
Re: Normal maps in med [Re: Doc_Savage] #330838
06/30/10 07:50
06/30/10 07:50

C
chris_oat
Unregistered
chris_oat
Unregistered
C



you can find it in the free resources site --> code.
its added with that date: 05-14-07.
Its quite big, 171 mb.

Re: Normal maps in med [Re: Doc_Savage] #331853
07/06/10 15:31
07/06/10 15:31
Joined: Apr 2007
Posts: 125
Brazil - São Paulo
Ericmor Offline
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Ericmor  Offline
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Joined: Apr 2007
Posts: 125
Brazil - São Paulo
Is actually pretty easy to see the materials in shaderview, but a bit tricky in WED.
It's usually possible to ad them in GED easily, but i myself only see the full effects on a running game.
All the code you actually implement for a material is that:

Code:
material DiffuseBump
{
   effect = "DiffuseBump.fx"; 
}



...and that's it. Material appear in the model material options on wed, just apply and watch when the game runs.
Remember that the .fx file NEED to be in the game root directory.
You need to download ONLY the .fx files that works with gamestudio - not all .fx files works with it!

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