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Re: HLSL Normal mapping for PS_1_4!! (works GREAT [Re: Drew] #35119
10/27/04 10:55
10/27/04 10:55
Joined: Mar 2001
Posts: 3,298
Beverly, Massachusetts
Rhuarc Offline OP
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Rhuarc  Offline OP
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Beverly, Massachusetts
Still workin on it, it's a beast to get working in ps1.4....

-Rhuarc


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Re: HLSL Normal mapping for PS_1_4!! (works GREAT [Re: Rhuarc] #35120
10/27/04 19:10
10/27/04 19:10
Joined: Jun 2003
Posts: 1,017
Germany
T
Thomas_Nitschke Offline
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Germany
If it is, I assume it is not possible to adapt this shader to ps 1.3 so geforce 4ti users like me could use it?

Anyway, looks nice. I appreciate your contribution very much!


Formerly known as The Matrix - ICQ 170408644 I've been here for much longer than most people think. So where's my "Expert" status?
Re: HLSL Normal mapping for PS_1_4!! (works GREAT [Re: Thomas_Nitschke] #35121
10/28/04 04:36
10/28/04 04:36
Joined: Mar 2001
Posts: 3,298
Beverly, Massachusetts
Rhuarc Offline OP
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Rhuarc  Offline OP
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It would be possible if I were coding it in ASM, but I'm doing it in HLSL- which is more oriented to higher versions of PS.


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Re: HLSL Normal mapping for PS_1_4!! (works GREAT [Re: Rhuarc] #35122
10/28/04 06:34
10/28/04 06:34
Joined: Jul 2001
Posts: 1,269
Hopewell Jct, NY
Yulor Offline
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Yulor  Offline
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Hopewell Jct, NY
I get an "unknown" error that it does not know what normal_fx(6) float 4x4 type unknown or something....

any idea?

Re: HLSL Normal mapping for PS_1_4!! (works GREAT [Re: Yulor] #35123
10/28/04 08:43
10/28/04 08:43
Joined: Sep 2002
Posts: 700
Orange County, CA
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LogantheHogan Offline
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LogantheHogan  Offline
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Joined: Sep 2002
Posts: 700
Orange County, CA
I'm new to this whole normal mapping thing. I don't really know why, but my model that has normal maps applied is very, very dark. Also, are normal maps similar to bump mapping? Any info would be appreciated.

Anyway, the shader would look great if the models were lighter, which is probably my fault, not yours.

Logan

Re: HLSL Normal mapping for PS_1_4!! (works GREAT [Re: LogantheHogan] #35124
10/28/04 09:04
10/28/04 09:04
Joined: Jul 2004
Posts: 262
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Otsego Offline
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In Antwort auf:

my model that has normal maps applied is very, very dark



My models are very dark, too. It seems they are light up from only one direction and the rest is nearly black. Does only the sunlighting work with these normal maps?

Re: HLSL Normal mapping for PS_1_4!! (works GREAT [Re: Otsego] #35125
11/10/04 01:43
11/10/04 01:43
Joined: Oct 2002
Posts: 815
NY USA
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Red Ocktober Offline
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Joined: Oct 2002
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NY USA
that's natural people... i think that Ruharc is working on the dynamic lighting code for the shader, so that it will show the effects of lights coming from any direction on the object textures it is applied to...

... it's not that easy a task, so a lil patience....


--Mike

Re: HLSL Normal mapping for PS_1_4!! (works GREAT [Re: Thomas_Nitschke] #35126
11/10/04 05:17
11/10/04 05:17
Joined: Dec 2003
Posts: 1,097
Maryland, USA
Steempipe Offline
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Steempipe  Offline
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Posts: 1,097
Maryland, USA
Quote:

If it is, I assume it is not possible to adapt this shader to ps 1.3 so geforce 4ti users like me could use it?

Anyway, looks nice. I appreciate your contribution very much!




It is possible...

To convert to ps.1.3... The first thing to do is pass the base_map thru the vertexshader with it's own TEXCOORD (for example, TexCoord1).
Then in the pixelshader you will need to sample it using the TexCoord that you output it as from the vertexshader.

The texture reads in ps.1.3 (and below?) need seperate Texcoords.

I was able to make those changes and compile it for 1.3 and get the same effect as compiled for ps 1.4.

Also, I was successful on converting it to ASM, both the vertex and pixelshader, which can help troubleshooting a little.

Re: HLSL Normal mapping for PS_1_4!! (works GREAT [Re: Steempipe] #35127
11/10/04 05:56
11/10/04 05:56
Joined: Mar 2001
Posts: 3,298
Beverly, Massachusetts
Rhuarc Offline OP
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Rhuarc  Offline OP
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Beverly, Massachusetts
Yeah, PS 1.3 and lower need unique texcoords. I've still gotta get back to this one some time, for now it's on the backburners.


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making some headway with point lightsources... [Re: Rhuarc] #35128
11/13/04 09:15
11/13/04 09:15
Joined: Mar 2001
Posts: 3,298
Beverly, Massachusetts
Rhuarc Offline OP
Expert
Rhuarc  Offline OP
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Joined: Mar 2001
Posts: 3,298
Beverly, Massachusetts

Getting there, now I've converted it to ASM and am considering going back to HLSL now that I cleared up the problems and am hoping that that will help me get back on track from before. I guess I took the scenic route to get there...

-Rhuarc


I no longer post on these forums, keep in touch with me via:
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