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nvidia 6600GT and normal- /bumpmapping #43774
04/04/05 03:10
04/04/05 03:10
Joined: Jul 2000
Posts: 478
hamburg, germany
J
jotha Offline OP
Senior Member
jotha  Offline OP
Senior Member
J

Joined: Jul 2000
Posts: 478
hamburg, germany
hi all!
has anybody got one of the above shaders to work with nvidias 6600GT? i tried all the given examples/demos/tutorials, but nothing ever worked for me. before i get used to the idea that i´m to stupid i have to ask

Re: nvidia 6600GT and normal- /bumpmapping [Re: jotha] #43775
04/04/05 03:20
04/04/05 03:20
Joined: Dec 2003
Posts: 1,097
Maryland, USA
Steempipe Offline
Serious User
Steempipe  Offline
Serious User

Joined: Dec 2003
Posts: 1,097
Maryland, USA
So... none of the precompiled demos work??

Re: nvidia 6600GT and normal- /bumpmapping [Re: Steempipe] #43776
04/04/05 04:06
04/04/05 04:06
Joined: Jul 2000
Posts: 478
hamburg, germany
J
jotha Offline OP
Senior Member
jotha  Offline OP
Senior Member
J

Joined: Jul 2000
Posts: 478
hamburg, germany
at least none i found.

EDIT: ups, in order to give you some more info i´m talking about applying shaders to level-geometry. last thing i tried was your tutorial on the wiki-page. i could see some flickering on the surfaces i have applied the shader, but thats it.

Last edited by jotha; 04/04/05 06:32.
Re: nvidia 6600GT and normal- /bumpmapping [Re: jotha] #43777
04/05/05 21:32
04/05/05 21:32
Joined: Jan 2004
Posts: 513
M
mpde Offline
User
mpde  Offline
User
M

Joined: Jan 2004
Posts: 513
Hallo jotha,

hier das müsste bei Dir normalerweise funktionieren.

//////////////////////////////////////////////////////////////////////////
//WDL-Script
/*WADTEX durch die Materialnamen der Wadtexturen ersetzen
NORMALTEX durch die Namen der Normal-Maps ersetzen
WICHTIG: die Normal - Maps und die bump_diffuse.fx Datei müssen sich im
Levelordner befinden*/

var d3d_automaterial = 1;
var d3d_lightres = on;

// Normal-Maps laden
bmap NORMALTEX = <NORMALTEX.tga>;

// Matrial für Levelblocks
material WADTEX
{
skin1=NORMALTEX;
flags=tangent;
}

starter load_fx
{
bmap_to_mipmap(WADTEX.skin1);
effect_load(WADTEX,"bump_specular.fx";
}
////////////////////////////

//////////////////////////////
// Dyna-Licht
//////////////////////////////
Action dynalicht
{
vec_set(my.x, nullvector);
while(1)
{
my.red = 200;
my.green = 185;
my.blue = random(30)+150;
my.lightrange = random(50)+ 150;
my.x = fcos(my.skill1,120);
my.y = fsin(my.skill1,120);
my.z = fsin(my.skill1,120);
my.skill1 += time;
wait(1);
}
}
//////////////////////////////////////////////////////////////////////////

// FX-Datei (bump_diffuse.fx)
/*****************************************************************************
Secular Bumpmapping (auf Levelblocks)
******************************************************************************/

float4x4 matWorldViewProj : WorldViewProjection;
float4x4 matWorld : World;
float4x4 matViewInv : ViewInverse;

float4 vecLightPos[8];
float4 vecLightColor[8];
float4 AmbiColor : Ambient = {0.07f, 0.07f, 0.07f, 1.0f};
float4 SurfColor : DIFFUSE = {1.5f, 1.5f, 1.5f, 1.0f};
float SpecExpon : SpecularPower = 64.0;
float Bumpy = 3.0;

//////////

texture entSkin1 : DIFFUSE;
texture mtlSkin1 : NORMAL;

sampler2D colorSampler = sampler_state
{
Texture = <entSkin1>;
MinFilter = Linear;
MagFilter = Linear;
MipFilter = Linear;
};

sampler2D normalSampler = sampler_state
{
Texture = <mtlSkin1>;
MinFilter = Linear;
MagFilter = Linear;
MipFilter = Linear;
};

struct appdata {
float3 Position : POSITION;
float4 UV : TEXCOORD1;
float4 Normal : NORMAL;
float4 Tangent : TEXCOORD3;
float4 Binormal : TEXCOORD2;
};

struct vertexOutput {
float4 HPosition : POSITION;
float4 TexCoord : TEXCOORD1;
float3 LightVec : TEXCOORD0;
float3 WorldNormal : TEXCOORD2;
float3 WorldEyeVec : TEXCOORD3;
float3 WorldTangent : TEXCOORD4;
float3 WorldBinorm : TEXCOORD5;
};

vertexOutput mainVS(appdata IN)
{
vertexOutput OUT;
OUT.WorldNormal = mul(IN.Normal, matWorld).xyz;
OUT.WorldTangent = mul(IN.Tangent, matWorld).xyz;
OUT.WorldBinorm = mul(IN.Binormal, matWorld).xyz;
float4 tempPos = float4(IN.Position.x,IN.Position.y,IN.Position.z,1.0);
float3 worldSpacePos = mul(tempPos, matWorld).xyz;
OUT.LightVec = vecLightPos[1] - worldSpacePos;
OUT.TexCoord = IN.UV;
OUT.WorldEyeVec = normalize(matViewInv[3].xyz - worldSpacePos);
OUT.HPosition = mul(tempPos, matWorldViewProj);
return OUT;
}

float4 mainPS(vertexOutput IN) : COLOR
{
float4 map = tex2D(colorSampler,IN.TexCoord.xy);
float3 bumps = Bumpy * (tex2D(normalSampler,IN.TexCoord.xy).xyz-(0.5).xxx);
float3 Ln = normalize(IN.LightVec);
float3 Nn = normalize(IN.WorldNormal);
float3 Tn = normalize(IN.WorldTangent);
float3 Bn = normalize(IN.WorldBinorm);
float3 Nb = Nn + (bumps.x * Tn + bumps.y * Bn);
Nb = normalize(Nb);
float3 Vn = normalize(IN.WorldEyeVec);
float3 Hn = normalize(Vn + Ln);
float4 lighting = lit(dot(Ln,Nb),dot(Hn,Nb),SpecExpon);
float hdn = lighting.z;
float ldn = lighting.y;
float diffComp = ldn;
float4 diffContrib = SurfColor * map * (diffComp*vecLightColor[1] + AmbiColor);
float4 specContrib = hdn * vecLightColor[1];
float4 result = AmbiColor + diffContrib + specContrib;
return result;
}

technique dx9textured
{
pass p0
{
VertexShader = compile vs_2_0 mainVS();
ZEnable = true;
ZWriteEnable = true;
PixelShader = compile ps_2_0 mainPS();
}
}


mfg
mpde

Re: nvidia 6600GT and normal- /bumpmapping [Re: mpde] #43778
04/06/05 01:29
04/06/05 01:29
Joined: Jul 2000
Posts: 478
hamburg, germany
J
jotha Offline OP
Senior Member
jotha  Offline OP
Senior Member
J

Joined: Jul 2000
Posts: 478
hamburg, germany
hiho mpde.
danke für deine mühe.
müsste funktionieren, tut es aber nicht. hast du denn eine 6600GT?

Re: nvidia 6600GT and normal- /bumpmapping [Re: jotha] #43779
04/06/05 01:37
04/06/05 01:37
Joined: Jan 2004
Posts: 513
M
mpde Offline
User
mpde  Offline
User
M

Joined: Jan 2004
Posts: 513
Hallo,

es geht 100%... habe auf einer geforce 5200 und geforce6800 ultra getestet es geht. du machst bestimmt was falsch. hast du die 6.314 von 3dgs die com. und schalte mal wenn du die display.wdl benutzt da den nebel aus (fog_color = 0;)
und du wirst sehen es geht

mpde

Re: nvidia 6600GT and normal- /bumpmapping [Re: mpde] #43780
04/06/05 18:00
04/06/05 18:00
Joined: Jul 2000
Posts: 478
hamburg, germany
J
jotha Offline OP
Senior Member
jotha  Offline OP
Senior Member
J

Joined: Jul 2000
Posts: 478
hamburg, germany
ich hab das bis jetzt nur mit der aktuellen Beta getestet, allerdings ist 6.31.4 die grundlage. wie du sagst, sollte das also schon funktionieren. ich schliesse absolut nicht aus, dass ich da irgendwas falsch mache, die frage ist eben, was!?
mittlerweile bewundere ich vorbehaltlos jeden, der per shader auch nur ein loch in die wand stanzen kann.
grüsse

EDIT: ich habe mir nochmal die ultimate shader collection gezogen und die scheint tatsächlich zu funktionieren. beim ersten mal war das nicht der fall. war deswegen etwas durch den wind. k.A. was da schief gelaufen ist. werde mich heut abend mal in ruhe damit beschäftigen und erst wieder jammern, wenns neue probleme gibt.
dir nochmal danke.

Re: nvidia 6600GT and normal- /bumpmapping [Re: jotha] #43781
04/06/05 20:43
04/06/05 20:43
Joined: Mar 2003
Posts: 1,095
Germany
nightshade Offline
Serious User
nightshade  Offline
Serious User

Joined: Mar 2003
Posts: 1,095
Germany
*dumm modus anmach*Äh die Dings wad durch die Texturen ersetzen? Sorry mpde erklär mir das bitte deutlicher

Re: nvidia 6600GT and normal- /bumpmapping [Re: nightshade] #43782
04/07/05 01:08
04/07/05 01:08
Joined: Jan 2004
Posts: 513
M
mpde Offline
User
mpde  Offline
User
M

Joined: Jan 2004
Posts: 513
Hallo Dark,

man man wo ist den da das Problem?... WADTEX ist die WEDTEXTUR die Du dem Block im WED zugewiesen hast, NORMALTEX ist die passende Normal-Map dazu. Du musst nur die Namen im Script mit Deinen Texturnamen umschreiben und einem Modell die Lichtaktion zuweisen.
Das ganze Script per include einbinden, die FX Datei und die Normal-Map in den Levelordner kopieren und fertig + staun.

mpde

Re: nvidia 6600GT and normal- /bumpmapping [Re: mpde] #43783
04/08/05 12:31
04/08/05 12:31
Joined: Mar 2003
Posts: 1,095
Germany
nightshade Offline
Serious User
nightshade  Offline
Serious User

Joined: Mar 2003
Posts: 1,095
Germany
Ok, keine Fehlermeldung, nur wen ich starte und im Spiel bin : error in WADTEX effect oder so

Last edited by Dark; 04/08/05 12:58.
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