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amp II "fake" specbump shader #106979
01/15/07 14:55
01/15/07 14:55
Joined: Jun 2005
Posts: 4,875
broozar Offline OP
Expert
broozar  Offline OP
Expert

Joined: Jun 2005
Posts: 4,875
hi all,

i once found the website of 4druler's amp II engine, but didn't look deeper into the engine, now, as i had a look at it again, i remarked a nice little effect, a "fake" specular normal mapping shader.

first a screenshot:


it doesn't look bad (ignore the resolution and jpeg artifacts...). i want you to have a closer look at the highlight. it is... a transparent bitmap that moves according to the player's and to the light's position. the texture itself is normal mapped and has obviously a spec map, as the transparent bitmap isn't visible all over the surface.

a small video sequence can be found on http://www.caffier.net/download/amp2effect.avi (divX 5 codec).

why would i want such a "lame" effect: well, if you don't look too close and have stuctured textures, it is not visible at all, plus i gained framerates beyond 300.

could anyone code this? i'd love to see it in GS.

maybe i sould add a small drawing:


Re: amp II "fake" specbump shader [Re: broozar] #106980
01/15/07 16:38
01/15/07 16:38
Joined: Dec 2003
Posts: 1,097
Maryland, USA
Steempipe Offline
Serious User
Steempipe  Offline
Serious User

Joined: Dec 2003
Posts: 1,097
Maryland, USA
Quote:

why would i want such a "lame" effect: well, if you don't look too close and have stuctured textures, it is not visible at all, plus i gained framerates beyond 300.





Nice find...

There are alot of situations where that might work. The full-on shaders are good for techdemos and showing off, allowing users to max out their cards if they choose the detail, and for "us" to turn on to explore gameworlds for ideas and gawking, etc. But I think these kind of effects might be great when you want the added flare but don't want to distract from the level, objective, or if the movement is fast through there.

Re: amp II "fake" specbump shader [Re: Steempipe] #106981
01/15/07 16:47
01/15/07 16:47
Joined: Sep 2002
Posts: 8,177
Netherlands
PHeMoX Offline
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PHeMoX  Offline
Senior Expert

Joined: Sep 2002
Posts: 8,177
Netherlands
This shouldn't be too difficult to make and yeah the effect is pretty effective for the extremely small amount of fps it seems to consume.

Perhaps the wiki shader for the moving light on a wall may give some hints on how to accomplish this? It's worth checking out.

Cheers


PHeMoX, Innervision Software (c) 1995-2008

For more info visit: Innervision Software
Re: amp II "fake" specbump shader [Re: PHeMoX] #106982
01/15/07 18:09
01/15/07 18:09
Joined: May 2002
Posts: 2,541
Berlin
EX Citer Offline
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EX Citer  Offline
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Joined: May 2002
Posts: 2,541
Berlin
I am playing every day 4DRulers Gore. The game is very old and full of effects and still the best multiplayer 3D shooter I know. Better as CounterStrike and better as Quake or Unreal


:L
Re: amp II "fake" specbump shader [Re: EX Citer] #106983
01/15/07 18:20
01/15/07 18:20
Joined: Oct 2003
Posts: 4,131
M
Matt_Aufderheide Offline
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Matt_Aufderheide  Offline
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M

Joined: Oct 2003
Posts: 4,131
Quote:

i remarked a nice little effect, a "fake" specular normal mapping shader.




I think you are mistaken, as the Amp2 demo had real specular normal mapping, done in OpenGl using fragment shaders/register combiners.

This is not a hack, and uses essentially the same methods we use for normal mapping in A6.

The reason it may not look as good as say the normal mapping in Sphere is that it uses many shortcuts for older hardware, such as lookup textures for normalization, and diffuse and specular falloff. This creates the noiceable artifacts in the specular highlight.

But it is not fake... the method you propse wouldnt really work i think (or rather, could be done in a different way, but then it would be some kind of image-based lighting, which is only useful for rendering many specular highlights for multiple lights).


Sphere Engine--the premier A6 graphics plugin.
Re: amp II "fake" specbump shader [Re: Matt_Aufderheide] #106984
01/16/07 00:25
01/16/07 00:25
Joined: Apr 2004
Posts: 258
Canada, Nova Scotia
Damarus Offline
Member
Damarus  Offline
Member

Joined: Apr 2004
Posts: 258
Canada, Nova Scotia
wouldnt it be possible to program a .dll to get this effect or something similar? That would indeed a really nice feature to have that in 3dgs.

Re: amp II "fake" specbump shader [Re: Damarus] #106985
01/16/07 17:45
01/16/07 17:45
Joined: Oct 2003
Posts: 4,131
M
Matt_Aufderheide Offline
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Matt_Aufderheide  Offline
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M

Joined: Oct 2003
Posts: 4,131
There are already normal mapping shaders for A6... no need for a dll.


Sphere Engine--the premier A6 graphics plugin.
Re: amp II "fake" specbump shader [Re: Matt_Aufderheide] #106986
01/16/07 18:05
01/16/07 18:05
Joined: Jun 2005
Posts: 4,875
broozar Offline OP
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broozar  Offline OP
Expert

Joined: Jun 2005
Posts: 4,875
there are some, but they're all fps consuming, i thought this idea would really speed up the rendering with little quality loss.

Re: amp II "fake" specbump shader [Re: broozar] #106987
01/17/07 13:55
01/17/07 13:55
Joined: Jun 2005
Posts: 4,875
broozar Offline OP
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broozar  Offline OP
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Joined: Jun 2005
Posts: 4,875
@matt or any other shader expert: would it be difficult to code this? would someone be interested in and have the time to create such a piece of code?

Re: amp II "fake" specbump shader [Re: broozar] #106988
01/17/07 19:32
01/17/07 19:32
Joined: Oct 2003
Posts: 4,131
M
Matt_Aufderheide Offline
Expert
Matt_Aufderheide  Offline
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M

Joined: Oct 2003
Posts: 4,131
Im not sure what you mean.. code what?

Normal mapping has been working for a long time in A6, and its not slow at all.


Sphere Engine--the premier A6 graphics plugin.
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