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Re: normal map shader [Re: sgv3dmax] #136817
06/25/07 05:03
06/25/07 05:03
Joined: Mar 2006
Posts: 2,503
SC, United States
xXxGuitar511 Offline
Expert
xXxGuitar511  Offline
Expert

Joined: Mar 2006
Posts: 2,503
SC, United States
BTW: Make sure you have at least Commercial Edition, the latest public beta (or at least a newer version)... Everything else looks fine, but I sent you another PM with more info...


xXxGuitar511
- Programmer
Re: normal map shader [Re: xXxGuitar511] #136818
06/25/07 07:32
06/25/07 07:32
Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
Machinery_Frank Offline
Senior Expert
Machinery_Frank  Offline
Senior Expert

Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
Your version 6.22 is old and has many bugs. Update your software with your password that you got after buying this product!


Models, Textures and Games from Dexsoft
Re: normal map shader [Re: Machinery_Frank] #136819
06/25/07 21:32
06/25/07 21:32
Joined: Nov 2003
Posts: 1,659
San Francisco
JetpackMonkey Offline
Serious User
JetpackMonkey  Offline
Serious User

Joined: Nov 2003
Posts: 1,659
San Francisco
Hey could anyone help out with a problem i'm having with normal maps?

I'm using the one by Matt_Aufderheide, Bloodline, William & xXxGuitar511. I just want to know how I can make the shader respond more to dynamic lights.

It looks like normal map shaded surfaces are not affected by dynamic lights. Any ideas?

Re: normal map shader [Re: Machinery_Frank] #136820
06/26/07 07:57
06/26/07 07:57
Joined: Apr 2007
Posts: 24
Earth-Asia-India-TNadu-Chennai
sgv3dmax Offline OP
Newbie
sgv3dmax  Offline OP
Newbie

Joined: Apr 2007
Posts: 24
Earth-Asia-India-TNadu-Chennai
I got it! Thank you for all the support. The image is attached. [image][/image]

The problem was with the Emissive color in the skin settings for the color map. It was left zero. Also, no other script is needed except the 'include <NM.wdl>;' in the main script. I still have to tweak my scene with the scripts guitar provided. Thanks again.

Re: normal map shader [Re: sgv3dmax] #136821
06/26/07 09:37
06/26/07 09:37
Joined: Mar 2007
Posts: 776
Poor village - Poland ;)
tompo Offline
User
tompo  Offline
User

Joined: Mar 2007
Posts: 776
Poor village - Poland ;)
I've wrote this twice

Quote:


1. try to add some light f.e. sun light in map properties in WED
2. try to change emmisive color to more bright one in texture propoerties in MED




Why people don't read replys

Cheers


Never say never.
Re: normal map shader [Re: tompo] #136822
06/26/07 17:19
06/26/07 17:19
Joined: Apr 2007
Posts: 24
Earth-Asia-India-TNadu-Chennai
sgv3dmax Offline OP
Newbie
sgv3dmax  Offline OP
Newbie

Joined: Apr 2007
Posts: 24
Earth-Asia-India-TNadu-Chennai
In the image i provided, the bump effect seems to go inwards. Is there a way to make it reverse (i.e, upwards) without changing the normal map.

Re: normal map shader [Re: sgv3dmax] #136823
06/27/07 08:59
06/27/07 08:59
Joined: Mar 2006
Posts: 3,538
WA, Australia
J
JibbSmart Offline
Expert
JibbSmart  Offline
Expert
J

Joined: Mar 2006
Posts: 3,538
WA, Australia
Quote:

The problem was with the Emissive color in the skin settings for the color map. It was left zero. Also, no other script is needed except the 'include <NM.wdl>;' in the main script.


it doesn't look very normal mapped -- are you still including the effect in you script? it simply looks plain and bright, with a shadowed face caused by its own stencil.

julz


Formerly known as JulzMighty.
I made KarBOOM!
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