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Normal Mapping Question
#301431
12/10/09 15:02
12/10/09 15:02
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Joined: Dec 2009
Posts: 217 Italy
PietroNifosi
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Hello everyone, I have a model of some medieval house exported from max with several materials/textures. Each texture is about size 512x512. How can I add normal mapping to the model? As far as I've managed to understand this shader -> http://www.opserver.de/wiki/index.php/Normalmapping_Shader_With_full_specmap_supportallows to have a mesh with 3 textures: 1 diffuse 1 normal map 1 specular. And that texture itself has everything in it. What about my model that has a separate roof texture from wall texture? Am I forced to create a huge texture (avoiding loss of detail) and throw every texture in there, and than re-unwrap everything on max? Or is there a coding solution to this?
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Re: Normal Mapping Question
[Re: PietroNifosi]
#301442
12/10/09 16:34
12/10/09 16:34
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Joined: Dec 2009
Posts: 217 Italy
PietroNifosi
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Oh and by the way, I'm using tiled textures.. therefore even if I manage to recollect all in one textures, I can't just re-unwrap the whole thing cause it won't fit unless I start cropping everything. Isn't that a bit too extreme?
Last edited by PietroNifosi; 12/10/09 16:36.
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Re: Normal Mapping Question
[Re: PietroNifosi]
#301449
12/10/09 17:56
12/10/09 17:56
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Joined: Mar 2006
Posts: 2,503 SC, United States
xXxGuitar511
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GS has a (somewhat) new feature that automatically pairs diffuse and normal maps. For example, say you skin one part of your mesh with skin1, then place that skins normal map after it (skin2). For the next segment of your model, use skin3 for diffuse, and skin4 for it's normal map.
GS will send the model as segments, rendering the first pair, and then again with the second pair, and so forth...
xXxGuitar511 - Programmer
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Re: Normal Mapping Question
[Re: Slin]
#301512
12/11/09 10:15
12/11/09 10:15
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Joined: Dec 2009
Posts: 217 Italy
PietroNifosi
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well ok but here's is what I did and still no luck:
skin 1 -> texture + connected to the shader .fx
skin 2 -> normal map
skin 3 -> texture
skin 4 -> normal map
etc etc
So far the result I'm getting is only the first texture gets normal mapped, skin 3, 5, 7 etc don't.
Do i have to connect the shader .fx in 3, 5, 7 .. as well?
Last edited by PietroNifosi; 12/11/09 10:16.
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Re: Normal Mapping Question
[Re: PietroNifosi]
#301516
12/11/09 11:08
12/11/09 11:08
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Joined: Dec 2009
Posts: 217 Italy
PietroNifosi
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ok folks I've been able to connect all the .fx files to the various textures and linked them to their normal maps. The normal mapping seems to work now except my mesh has become somehow transparent, meaning I can see the other side walls rendered as well. I can basically see through it, sort of rendering problem. Any solution? I'm using http://www.opserver.de/wiki/index.php/Normalmapping_Shader this shader.
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Re: Normal Mapping Question
[Re: Quad]
#301518
12/11/09 11:32
12/11/09 11:32
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Joined: Dec 2009
Posts: 217 Italy
PietroNifosi
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Well I did some additional testing:
basically shader or not, if I import a mdl7 mesh in the game and I lauch it I see it in transparency/wrong rendering. Therefore to fix it I flag it "overlay".
BUT
If i mantain the overlay flagged on a mesh that has a normal map everything will turn invisible and i won't be able to display anything.
So my guess is, there's something i'm doing wrong when i export the mesh.
Basically from max I export in .ASE. Wrong choice?
Last edited by PietroNifosi; 12/11/09 11:33.
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