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Re: stumped
[Re: Matt_Aufderheide]
#36976
11/29/05 17:41
11/29/05 17:41
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Joined: Mar 2002
Posts: 221 USA
zefor
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Member
Joined: Mar 2002
Posts: 221
USA
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This is probably stupid, but.... when you say skin2 in MED do you mean when you add another skin under the "veiw skins" tab and select "add after last skin" or is there actually a "skin2" checkbox somewhere that I just have not seen. Other wise I was just trying to add it to code like this: bmap box = <box1.tga>; material spec_bump_model //assaign all models this material in script { skin2 = box; flags = tangent; } I still get a black model though . Also, do I need an alpha channel or can I just have a regular skin and a normal map? I tried this and saw no change to the model. Not black, but also no bumpmap.
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Re: stumped
[Re: zefor]
#36977
11/29/05 18:39
11/29/05 18:39
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Joined: Oct 2003
Posts: 4,131
Matt_Aufderheide
OP
Expert
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OP
Expert
Joined: Oct 2003
Posts: 4,131
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Quote:
when you say skin2 in MED do you mean when you add another skin under the "veiw skins" tab and select "add after last skin"
Yes this is what i mean .. you should have an alpha channel, because this controls the specular highlight intensity, with no alpha channel you will get no specular highlights. The normal map doesnt need an alpha channel.
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Re: stumped
[Re: Matt_Aufderheide]
#36978
11/29/05 21:53
11/29/05 21:53
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Joined: Mar 2002
Posts: 221 USA
zefor
Member
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Member
Joined: Mar 2002
Posts: 221
USA
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My models are still black, but when I have no action assigned to them, they are the purple, blue normal map. Did I at least set my model up right or should I see the regular texture instead. Maybe its the way I am assigning the action. I have: action Shader_NormalMap { my.material = spec_bump_model; } in the bottom of my game.wdl and I apply that action in wed. Is the action supposed to be somewhere else other than the bottom of the game.wdl? ( I appologize, I realize these are probably common sense questions, but I am getting desperate ) I want to Thank you for working me through this mat. THANK YOU. I think I may be getting close
Last edited by zefor; 11/29/05 22:08.
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Re: stumped
[Re: Matt_Aufderheide]
#36980
12/02/05 12:47
12/02/05 12:47
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Joined: Jun 2003
Posts: 1,017 Germany
Thomas_Nitschke
Senior Developer
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Senior Developer
Joined: Jun 2003
Posts: 1,017
Germany
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[/advertisement] No, seriously - I think the following: Antwort auf:
bmap box = <box1.tga>;
material spec_bump_model //assaign all models this material in script { skin2 = box; flags = tangent; }
gives you problems because this way, you assign a second skin to the material, not the model that uses the material. As far as I'm concerned, the shader needs the model to have the skin, not the material. Thus this is what you do, basically: 1. - Open your Model 2. - Open the skin editor 3. - Import you basic model skin (has to be TGA with alpha) 4. - Add a new skin (Edit -> Add new skin just in case this is confusing...) 5. - Click Next Skin and import your normalmap 6. - Save and have a try
Hope that helps!
Formerly known as The Matrix - ICQ 170408644
I've been here for much longer than most people think. So where's my "Expert" status?
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Re: stumped
[Re: zefor]
#36982
12/02/05 19:54
12/02/05 19:54
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Joined: Mar 2002
Posts: 221 USA
zefor
Member
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Member
Joined: Mar 2002
Posts: 221
USA
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Just bought sphere. Hope customer support is ready will I get a link to download in my email, or do you ship?
Last edited by zefor; 12/02/05 20:13.
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