Posted By: Beker
SpecParallax.fx Questions! - 03/14/10 16:30
Hello everyone, we are having some problems with the shader engine "specParallax.fx" not getting correctly working,
we have the latest version of the pro engine, and I think our problem is we do not know the specific position of each texture.
Could someone tell us exactly where are they located, and if they admit different bit resolutions?
We have tried putting the heightmap in the alpha channel of the normal texture, but without results.
We would need a scheme like that to make our way out of this maze
Text 1: [ Color(24bits) + Height Map(8bits) ] (32bits TGA)
Text 2: [ Normal(24bits) + LightMap(8bits) ] (32bits TGA)
Text 3: [ Specular(32bits) ] (32bits TGA)
thanks to all!
Posted By: Hummel
Re: SpecParallax.fx Questions! - 03/14/10 17:45
an unprofessional pro-version user? why to hell do people spend hundreds of dollar in an engine they canīt really work with?
Dont use TGA, this format is to huge!-png and dds are better...
texture entSkin1; // texture
texture entSkin2; // normal map or lightmap
texture entSkin3; // normal map on blocks
Posted By: Beker
Re: SpecParallax.fx Questions! - 03/14/10 20:09
You are very funny. I already have read.
but...
where is the specular map?
Who is a map on blocks? Height map?
Posted By: Hummel
Re: SpecParallax.fx Questions! - 03/14/10 20:30
Reffering to your reaction you seem to be a teen noob, so let say: delete the A7 version from your harddisk, buy a LEGAL version, start with the essential stuff.
Posted By: Beker
Re: SpecParallax.fx Questions! - 03/15/10 12:43
To hummel!
You're wrong on everything.
If we have the professional version, with multiple licenses.
Do not argue with you, by time, and because I do not speak very good English.
Your education is very poor, the forums are to answer questions and help with the new engine, and you have not answered any questions, you've hit what we all knew in principle.
To comunity
In the examples of the "shaderwiewer" we see that there are only two textures and run ok.
1Š- Difuse
2Š- Normal + height
With our textures do not get good results, anyone know what kind of texture is "normal map on blocks"?
Posted By: Quad
Re: SpecParallax.fx Questions! - 03/15/10 12:48
everything explained in detail in manual.
Older versions do not support shaders on blocks, which version do you use?
Posted By: bart_the_13th
Re: SpecParallax.fx Questions! - 03/15/10 13:17
Older version does support shader on blocks, it just that the binormals that doesnt get calculated properly.
To use spec parallax you need to have normal texture(1) that has height map(2) as alpha cannel. There are some nice software to create those normal map. But you must manually combine the heightmap(as alpha channel) to the normalmap, with GIMP it's just a matter of some mouse clicks.
Note:
(1): Texture that contains normal(direction of normal) data instead of RGB data
(2): Texture that contains height data
Posted By: Beker
Re: SpecParallax.fx Questions! - 03/15/10 13:48
Thanks, the problem was that they would not export it for some reason the textures from our publisher, but with another publisher we do well, thanks for your time.
Posted By: Hummel
Re: SpecParallax.fx Questions! - 03/15/10 18:01
From where to hell should I know what you already knew?!
I tried to help and all it got from you was a 'You are very funny', so what kind of reaction did you expect?
Posted By: Beker
Re: SpecParallax.fx Questions! - 03/15/10 20:43
I said only by "Originally Posted By: source code" I had no bad intention.