Gamestudio Links
Zorro Links
Newest Posts
Zorro 2.70
by jcl. 09/29/25 09:24
optimize global parameters SOLVED
by dBc. 09/27/25 17:07
ZorroGPT
by TipmyPip. 09/27/25 10:05
assetHistory one candle shift
by jcl. 09/21/25 11:36
Plugins update
by Grant. 09/17/25 16:28
AUM Magazine
Latest Screens
Rocker`s Revenge
Stug 3 Stormartillery
Iljuschin 2
Galactic Strike X
Who's Online Now
2 registered members (OptimusPrime, AndrewAMD), 14,595 guests, and 5 spiders.
Key: Admin, Global Mod, Mod
Newest Members
krishna, DrissB, James168, Ed_Love, xtns
19168 Registered Users
Previous Thread
Next Thread
Print Thread
Rate Thread
Page 2 of 2 1 2
Re: What Shader do I need [Re: Pappenheimer] #67331
03/22/06 09:02
03/22/06 09:02
Joined: Nov 2004
Posts: 181
Germany, Saarland, Nohfelden
L
Locutus_of_Borg Offline OP
Member
Locutus_of_Borg  Offline OP
Member
L

Joined: Nov 2004
Posts: 181
Germany, Saarland, Nohfelden
Oh no!! I'm really not good at a 3D Software like MED.
But I will try.

My lightsource has this code:
Code:
 action licht
{
my.red = 200;
my.green = 200;
my.blue = 180;
my.lightrange = 500;
my.cast = on;
}



EDIT: Is there a tutorial or something for making a Level with shaders in MED?
because, I' not really good at texturing in MED and I would like to know more about the level-in-med thing.

Last edited by Locutus_of_Borg; 03/22/06 09:36.
Re: What Shader do I need [Re: Locutus_of_Borg] #67332
03/22/06 09:09
03/22/06 09:09
Joined: May 2002
Posts: 7,441
ventilator Offline
Senior Expert
ventilator  Offline
Senior Expert

Joined: May 2002
Posts: 7,441
most normal maps (even for flat things like walls) for doom got modeled as high poly models and not simply generated in photoshop from height maps (or even worse directly from color maps). i think that's another reason why they look better. they also additionally use specular and other maps.

Re: What Shader do I need [Re: ventilator] #67333
03/23/06 20:27
03/23/06 20:27
Joined: Nov 2004
Posts: 181
Germany, Saarland, Nohfelden
L
Locutus_of_Borg Offline OP
Member
Locutus_of_Borg  Offline OP
Member
L

Joined: Nov 2004
Posts: 181
Germany, Saarland, Nohfelden
I tryed now several shaders and so I found the shadercollection by Matt(s).
Now I tried to work it with my textures but it looks like it doesn't work with my textures. Look at the Screenshot:


The floor is my texture and is displayed compleatly wrong. But why???
By the way is there a way to let the shader react on static lights? or is there no way such a shader can work with static light?
I also tried to design a level as model, in med but there is a serious problem with texturing my world. The floor for example: When I use a lage cube as floor, the textures will only be displayed once.. so the only way I see to get a texture to the ground more than once is to use a new block for every texture part. But that is a very hard way to design a level.. Sorry for the noob question, but what is a good way to design a level in MED?? And when I put a model-level in wed and try to walk on it, my player will fall through... now how can I solve these problems?

Last edited by Locutus_of_Borg; 03/23/06 20:34.
Re: What Shader do I need [Re: Locutus_of_Borg] #67334
03/23/06 20:31
03/23/06 20:31
Joined: Jun 2005
Posts: 4,875
broozar Offline
Expert
broozar  Offline
Expert

Joined: Jun 2005
Posts: 4,875
i asked for that some time ago, but never completed it. have a look at this thread:
http://www.coniserver.net/ubbthreads/sho...true#Post625236

Re: What Shader do I need [Re: ventilator] #67335
03/23/06 22:17
03/23/06 22:17
Joined: Oct 2003
Posts: 4,131
M
Matt_Aufderheide Offline
Expert
Matt_Aufderheide  Offline
Expert
M

Joined: Oct 2003
Posts: 4,131
Quote:

most normal maps (even for flat things like walls) for doom got modeled as high poly models




I dont think is entirely accurate.. many things were done using hieghtmaps converted to normal maps. To model everything in 3d would be a huge waste of time.


Sphere Engine--the premier A6 graphics plugin.
Re: What Shader do I need [Re: Matt_Aufderheide] #67336
03/23/06 23:29
03/23/06 23:29
Joined: Nov 2004
Posts: 181
Germany, Saarland, Nohfelden
L
Locutus_of_Borg Offline OP
Member
Locutus_of_Borg  Offline OP
Member
L

Joined: Nov 2004
Posts: 181
Germany, Saarland, Nohfelden
Well actually I don't care how these normalmaps were created. I don't want to have such a quallity. All I want is a simple shader so my textures look better.

Re: What Shader do I need [Re: Locutus_of_Borg] #67337
03/24/06 02:28
03/24/06 02:28
Joined: Oct 2000
Posts: 1,543
Germany
A
Alexander Esslinger Offline
Senior Developer
Alexander Esslinger  Offline
Senior Developer
A

Joined: Oct 2000
Posts: 1,543
Germany
The dot3 shader included with the effect editor will also work on level-geometry and look better.. though I'm not sure if waiting is an option for you.

Re: What Shader do I need [Re: Matt_Aufderheide] #67338
03/24/06 06:27
03/24/06 06:27
Joined: May 2002
Posts: 7,441
ventilator Offline
Senior Expert
ventilator  Offline
Senior Expert

Joined: May 2002
Posts: 7,441
Quote:

I dont think is entirely accurate.. many things were done using hieghtmaps converted to normal maps. To model everything in 3d would be a huge waste of time.




i am not sure but if i remember correctly i read in an interview with one of their artists that they mainly used high poly models even for walls.



i guess that is one reason why it took them over 4 years.

Re: What Shader do I need [Re: ventilator] #67339
03/24/06 11:33
03/24/06 11:33
Joined: Oct 2003
Posts: 4,131
M
Matt_Aufderheide Offline
Expert
Matt_Aufderheide  Offline
Expert
M

Joined: Oct 2003
Posts: 4,131
That's suprising.. I knew some thigns were done that way, but everything, wow.


Sphere Engine--the premier A6 graphics plugin.
Page 2 of 2 1 2

Moderated by  Blink, Hummel, Superku 

Gamestudio download | Zorro platform | shop | Data Protection Policy

oP group Germany GmbH | Birkenstr. 25-27 | 63549 Ronneburg / Germany | info (at) opgroup.de

Powered by UBB.threads™ PHP Forum Software 7.7.1