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Normal mapping for entities w/ multi-skins #270878
06/10/09 11:16
06/10/09 11:16
Joined: May 2009
Posts: 258
Chicago
J
Jaeger Offline OP
Member
Jaeger  Offline OP
Member
J

Joined: May 2009
Posts: 258
Chicago
Hey guys,

I've got a question about normal mapping. You see, I've got the new, complete Panzer IV model from my modeler today, and I'm currently skinning it up and preparing to do the normal mapping and materials to make a custom shader for it. However, I've divided the model into 5 groups: Hull, Tracks, Wheels, Turret, Gun, and Details. Each has it's own hi-res skin, and it's starting to look great. I'm going all out on this one. smile

But the question is, how do I do the normal mapping for each group? I've done normal mapping for models that use just one skin, but never for a model using different skins on different parts. I want each group to have it's own special NM'ing. For instance, the wheels need their own to "pop out" the bolts and rounded surfaces. The hull needs its own to give it a "scratched" and "roughed up" look, and so on. I know how to make the materials, the question is just how to I apply the correct normal mapping to the correct group and skin in the code. So each can have its unique materials and look correct.

Thanks in advance!

Re: Normal mapping for entities w/ multi-skins [Re: Jaeger] #270882
06/10/09 11:25
06/10/09 11:25
Joined: Aug 2000
Posts: 1,140
Baunatal, Germany
Tobias Offline

Moderator
Tobias  Offline

Moderator

Joined: Aug 2000
Posts: 1,140
Baunatal, Germany
The normal map must follow each skin.

When you have 5 skins and 5 normal maps, the order is:

skin 1, normalmap 1, .... skin 5, normalmap 5.

The normalmapping shaders expect the textures and normalmaps in this order.

Re: Normal mapping for entities w/ multi-skins [Re: Jaeger] #270883
06/10/09 11:28
06/10/09 11:28
Joined: Oct 2007
Posts: 5,210
Ä°stanbul, Turkey
Quad Offline
Senior Expert
Quad  Offline
Senior Expert

Joined: Oct 2007
Posts: 5,210
Ä°stanbul, Turkey
if you want to use diffrent shaders for diffrent skins you need to edit your shaders to work this way.

but if you want to use same normal mapping shader but with sperate diffuse/normal maps for each group try this:

in skin manager order your skins this way
tracks_diff
tracks_normal
wheels_diff
wheels_normal
turret_diff
turret_normal
.... and so on

skin names are not important but it should be ordered this way. then apply one of the bump mapping shaders that ships with GS and you are ready to go

Tobias was faster -_-

Last edited by Quadraxas; 06/10/09 11:28.

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Re: Normal mapping for entities w/ multi-skins [Re: Quad] #270887
06/10/09 11:40
06/10/09 11:40
Joined: May 2009
Posts: 258
Chicago
J
Jaeger Offline OP
Member
Jaeger  Offline OP
Member
J

Joined: May 2009
Posts: 258
Chicago
Thank you, that makes sense to me. Do you think it's better to do it strictly through code? Or would it be best to do it in MED ahead of time, then just assign the material in code? Or even totally in MED?

Re: Normal mapping for entities w/ multi-skins [Re: Jaeger] #273580
06/23/09 14:53
06/23/09 14:53
Joined: Jun 2009
Posts: 12
D
DanielTruong Offline
Newbie
DanielTruong  Offline
Newbie
D

Joined: Jun 2009
Posts: 12
Hi !
I have a same question !
I have a car model like this :



But All *.fx file i had was not support ! and i don't know how to code a fx file help me to normal map the models with N-texture !

would anyone share me the fx file or the code ??

thanks ?

Last edited by DanielTruong; 06/23/09 14:53.
Re: Normal mapping for entities w/ multi-skins [Re: DanielTruong] #273688
06/23/09 21:35
06/23/09 21:35
Joined: Mar 2008
Posts: 2,247
Baden Württemberg, Germany
Espér Offline
Expert
Espér  Offline
Expert

Joined: Mar 2008
Posts: 2,247
Baden Württemberg, Germany
the correct order:

"Skin_Wheel"
"Skin_Wheel_Normal"
"Skin_Body"
"Skin_Body_Normal"
"Skin_Glass"
"Skin_Glass_Normal"


Selling my Acknex Engine Editions (A7 Com & A8 Pro):
>> click here if you are interested <<
Re: Normal mapping for entities w/ multi-skins [Re: Espér] #273760
06/24/09 10:48
06/24/09 10:48
Joined: Jun 2009
Posts: 12
D
DanielTruong Offline
Newbie
DanielTruong  Offline
Newbie
D

Joined: Jun 2009
Posts: 12
Originally Posted By: Espér
the correct order:

"Skin_Wheel"
"Skin_Wheel_Normal"
"Skin_Body"
"Skin_Body_Normal"
"Skin_Glass"
"Skin_Glass_Normal"


So ... Do you have the code or the FX File support your order ?

Would you mind to share me ?

Thanks !

Re: Normal mapping for entities w/ multi-skins [Re: DanielTruong] #273765
06/24/09 11:07
06/24/09 11:07
Joined: Mar 2008
Posts: 2,247
Baden Württemberg, Germany
Espér Offline
Expert
Espér  Offline
Expert

Joined: Mar 2008
Posts: 2,247
Baden Württemberg, Germany
every normal map effect uses this order...
See the shaders in the wiki.. Slin´s Shade-C...


Selling my Acknex Engine Editions (A7 Com & A8 Pro):
>> click here if you are interested <<

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