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shade-c evo normalmapping
#440088
04/17/14 20:04
04/17/14 20:04
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Joined: Feb 2010
Posts: 886
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How does normalmapping work with shade-c evo? There is a finished fx you can choose from "mtl_levelDefaultNM". I was just wondering, how to actually use it.
PS: I already created the NM for each texture, which is being used in my level.
Greetings Random
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Re: shade-c evo normalmapping
[Re: rojart]
#440090
04/17/14 21:20
04/17/14 21:20
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mtl_levelDefaultNM is designed for blocks. Therefor I can`t pinpoint the script which defines the normelmapping..
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Re: shade-c evo normalmapping
[Re: rojart]
#440093
04/17/14 21:58
04/17/14 21:58
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That is not what I meant... I specifically created normalmaps for the textures I am using. I am not sure how to add my normalmapping to the diffuse (colored) texture. diffuse: normal mapping:
Last edited by Random; 04/17/14 22:02.
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Re: shade-c evo normalmapping
[Re: Random]
#440100
04/17/14 23:32
04/17/14 23:32
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Joined: Oct 2004
Posts: 900 Lgh
rojart
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I'm glad i was able to help. Dont't forget that the specular map should be in the alpha of normal map. And tweak the code below for your blocks:
#define SKIN_ALBEDO (skin1.xyz) //diffusemap
#define SKIN_NORMAL (skin2.xyz) //normalmap
#define SKIN_GLOSS (skin2.w) //glossmap
#define NORMALMAPPING //do normalmapping?
#define BUMPSTRENGTH 10 //strength of normalmapping
//#define GLOSSMAP //entity has glossmap?
#define GLOSSSTRENGTH 10 //glossmap channel will be set to this value if GLOSSMAP is not defined
#include <scHeaderObject>
#define CUSTOM_VS_EXTEND
vsOut Custom_VS_Extend(vsIn In, vsOut Out)
{
Out.Tangent = Out.Tangent*BUMPSTRENGTH;
Out.Binormal = Out.Binormal*BUMPSTRENGTH;
Out.Normal *= 3;
return Out;
}
#include <scObject>
You get something like this:  
Last edited by rojart; 04/18/14 00:05. Reason: skin3 to skin2
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Re: shade-c evo normalmapping
[Re: DLively]
#440102
04/17/14 23:53
04/17/14 23:53
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I just tryed the trick with models. Does not work. Now we know how to normalmap levelblock, but how do you normalmap models?
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