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BUMP MAP #125086
04/19/07 21:12
04/19/07 21:12
Joined: Apr 2007
Posts: 4
M
Miller_NN Offline OP
Guest
Miller_NN  Offline OP
Guest
M

Joined: Apr 2007
Posts: 4
Hello mens, help me when i am take example bump map for models?? i bad programing shaders

Re: BUMP MAP [Re: Miller_NN] #125087
04/19/07 21:22
04/19/07 21:22
Joined: Mar 2007
Posts: 776
Poor village - Poland ;)
tompo Offline
User
tompo  Offline
User

Joined: Mar 2007
Posts: 776
Poor village - Poland ;)
Just create it by yourself.
1. Take texture you want and convert it to .tga
2. Find on web TGAtoDOT3 program
3. convert this tga to dot3 by this program (jsut one click)
4. attach to your model texture .tga as first skin, and .dot3 as second
then attach to your entity this:
Code:

my.material = bumpmap;



and somewhere add this:
Code:
 
MATERIAL bumpmap
{
effect =
"
matrix matWorldViewProj;
matrix matWorld;

texture entSkin1;
texture entSkin2;

vector vecLight;

technique dot3map
{
pass p0
{
Texture[0] = <entSkin2>;//2te Skin im Model ist die Normal Map
Texture[1] = <entSkin1>;//1te Skin im Model ist die Textur

COLOROP[0] = dotproduct3;
COLORARG1[0] = texture;
COLORARG2[0] = diffuse;

COLOROP[1] = modulate;
COLORARG1[1] = texture;
COLORARG2[1] = current;

VertexShaderConstant[0]=<matWorldViewProj>;
VertexShaderConstant[4]=<matWorld>;
VertexShaderConstant[18]={1f,1f,1f,1f};
VertexShaderConstant[19]={0.5f,0.5f,0.5f,0.5f};
VertexShaderConstant[20]= <vecLight>;
VertexShaderConstant[30]={0f,1f,0f,0f};
VertexShaderConstant[31]={1f,0f,0f,0f};
VertexShaderConstant[32]={0f,0f,1f,0f};
VertexShaderConstant[90]={1f,0f,0f,0f}; //damit oFog gefüllt ist

VertexShader =
decl
{
stream 0;
float v0[3]; //Position
float v3[3]; //Normal
float v7[2]; //Textur Koordinaten 0
}
asm
{
vs.1.0
m4x4 oPos, v0, c0
m4x4 r10,v0,c4
m3x3 r8,v3,c4
mov oT0, v7
mov oT1, v7
mov oT2, v7
mov oT3, v7

//calculate texture space matrix from normal and up
mul r0,c31,v3.zxyw //-1,0,0
mul r1,c32,v3.yzxw //0,0,-1
sub r0,r1,r0

dp3 r0.w,r0,r0
rsq r0.w,r0.w
mul r0,r0,r0.w //normalized right vector

mov r1, c30 //0,-1,0
mov r2, r8

sub r9,c20,r10

dp3 r9.w,r9,r9
rsq r9.w,r9.w
mul r9,r9,r9.w //normalized light vector

m3x3 r3,r9,r0
mov r3.w,c30.w //transform light to texture space

add r3,r3,c18 //bias
mul r3,r3,c19//scale
mov oD0,r3
mov oFog,c90
};
}
}
";
}



5. remember about good lighting... light from one side and dark from another.
6. That's it


Never say never.
Re: BUMP MAP [Re: tompo] #125088
04/20/07 05:43
04/20/07 05:43
Joined: Apr 2007
Posts: 4
M
Miller_NN Offline OP
Guest
Miller_NN  Offline OP
Guest
M

Joined: Apr 2007
Posts: 4
Thanks. but error numer w1550 what is the error ?

Re: BUMP MAP [Re: Miller_NN] #125089
04/20/07 07:37
04/20/07 07:37
Joined: Nov 2006
Posts: 70
UK!
erbismi Offline
Junior Member
erbismi  Offline
Junior Member

Joined: Nov 2006
Posts: 70
UK!
Hey dudes, does this shader only support one dynamic light?


-www.llamastormgames.page.tl
Re: BUMP MAP [Re: Miller_NN] #125090
04/26/07 16:05
04/26/07 16:05
Joined: Mar 2003
Posts: 3,010
analysis paralysis
NITRO777 Offline
Expert
NITRO777  Offline
Expert

Joined: Mar 2003
Posts: 3,010
analysis paralysis
Quote:

Thanks. but error numer w1550 what is the error ?


Shaders sux. WhatEver you do dont buy Sphere because the Mat_WUTS_HIS_NAME duznt really program good and its not a user fuzzy inherface.

Error number w1550 mens that you have to dowmload extra Newton package from jcl.You dont programs shaders because firsat you have to leran the ABC"S of gamestudio, things like vector RATation and other complex vermin.

Re: BUMP MAP [Re: NITRO777] #125091
04/26/07 16:21
04/26/07 16:21
Joined: Jan 2006
Posts: 1,829
Neustadt, Germany
T
TWO Offline

Serious User
TWO  Offline

Serious User
T

Joined: Jan 2006
Posts: 1,829
Neustadt, Germany
What the hell? Who cares about mats programming skills? First you got the sourcecode, if you want to rename or optimize something, do it yourselfe. Secondly, this guy doesn't care about sphere.

Newton packet from JCL? Vector rotation? Are you drunken man

*Miller_NN

Click on the 'wiki' button at the top bar and than on 'shaders'.

Re: BUMP MAP [Re: TWO] #125092
04/26/07 16:26
04/26/07 16:26
Joined: Mar 2007
Posts: 776
Poor village - Poland ;)
tompo Offline
User
tompo  Offline
User

Joined: Mar 2007
Posts: 776
Poor village - Poland ;)
search forum or wiki for bump_map scripts/.fx/materials
F.e. Guitar's NM is really good stuff with bump_map shader included.


Never say never.
Re: BUMP MAP [Re: TWO] #125093
04/26/07 16:32
04/26/07 16:32
Joined: Mar 2003
Posts: 3,010
analysis paralysis
NITRO777 Offline
Expert
NITRO777  Offline
Expert

Joined: Mar 2003
Posts: 3,010
analysis paralysis
Quote:

What the hell? Who cares about mats programming skills? First you got the sourcecode, if you want to rename or optimize something, do it yourselfe. Secondly, this guy doesn't care about sphere


Dude, Miller_NM isnt even a real guy,IM 99% sure its a fake user name, it is probably Matt Aufderheide himself making a big joke just like the thread he made making fun of noobs. That would be my guess. (He just changed his user name from Miller_NM to Miller_NN even two minutes ago) Hes a fraud.

Re: BUMP MAP [Re: NITRO777] #125094
04/26/07 16:54
04/26/07 16:54
Joined: Jan 2006
Posts: 1,829
Neustadt, Germany
T
TWO Offline

Serious User
TWO  Offline

Serious User
T

Joined: Jan 2006
Posts: 1,829
Neustadt, Germany
Lol, ok

Re: BUMP MAP [Re: NITRO777] #125095
04/27/07 17:17
04/27/07 17:17
Joined: Oct 2003
Posts: 4,131
M
Matt_Aufderheide Offline
Expert
Matt_Aufderheide  Offline
Expert
M

Joined: Oct 2003
Posts: 4,131
Quote:

...and its not a user fuzzy inherface.





lol, nice. That guys is not me tho...


Sphere Engine--the premier A6 graphics plugin.
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