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Re: Per Pixel / Normal Mapping Tutorial v1.1.. [Re: Salva] #30258
07/14/04 03:09
07/14/04 03:09
Joined: Jan 2002
Posts: 1,276
trapped in a paper bag
Drew Offline OP
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Drew  Offline OP
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Joined: Jan 2002
Posts: 1,276
trapped in a paper bag
I have no idea..seems like a redraw problem in WED?
Are you are usimg the 8.1DX settings for the viewports? try changing that, otherwise I dont know....

Re: Per Pixel / Normal Mapping Tutorial v1.1.. [Re: Drew] #30259
07/14/04 10:18
07/14/04 10:18
Joined: Jan 2002
Posts: 1,276
trapped in a paper bag
Drew Offline OP
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Drew  Offline OP
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Joined: Jan 2002
Posts: 1,276
trapped in a paper bag
Anyone have success with the tutorial?

Re: Per Pixel / Normal Mapping Tutorial v1.1.. [Re: Drew] #30260
07/14/04 16:07
07/14/04 16:07
Joined: Jul 2000
Posts: 11,321
Virginia, USA
Dan Silverman Offline
Senior Expert
Dan Silverman  Offline
Senior Expert

Joined: Jul 2000
Posts: 11,321
Virginia, USA
I wish I even had time to look at it! I hope to in a week or so ...


Professional 2D, 3D and Real-Time 3D Content Creation:
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Re: Per Pixel / Normal Mapping Tutorial v1.1.. [Re: Drew] #30261
07/15/04 02:14
07/15/04 02:14
Joined: Jul 2002
Posts: 1,364
Minbar
M
MaxF Offline
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MaxF  Offline
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M

Joined: Jul 2002
Posts: 1,364
Minbar
Hi Drew

WOW - great work


Re: Per Pixel / Normal Mapping Tutorial v1.1.. [Re: Drew] #30262
07/15/04 03:05
07/15/04 03:05
Joined: Aug 2003
Posts: 842
alabama
Drittz_Dourden Offline
User
Drittz_Dourden  Offline
User

Joined: Aug 2003
Posts: 842
alabama
Drew,
i have not had a chance to fully complete your tutorial but i gotta say...wow thanks alot. I first heard of NORMAL MAPPING when i read a artical in game informer about Vin Desials new game Riddick. I was like wow i wonder if 3dgs could do that.. well here comes DREW with my answer ...Thanks

daniel

p.s this might be a stupid question but do you think normal mapping could be used with terrian? cause at the moment that is my main goal is to Create High Detailed Terrian kinda like that of FINAL FANTASY XI

Re: Per Pixel / Normal Mapping Tutorial v1.1.. [Re: Drittz_Dourden] #30263
07/15/04 15:34
07/15/04 15:34
Joined: Jan 2002
Posts: 1,276
trapped in a paper bag
Drew Offline OP
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Drew  Offline OP
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Im sure it could be used on terrain...the hardpart is getting the map to match uvw coords..ibet there are many ways to do it...

Re: Per Pixel / Normal Mapping Tutorial v1.1.. [Re: Drew] #30264
07/15/04 16:08
07/15/04 16:08
Joined: Aug 2001
Posts: 2,320
Alberta, Canada
William Offline
Expert
William  Offline
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Posts: 2,320
Alberta, Canada
Next week i'll go through the tutorial when I'm back on schedule with things, I only had time to skim through it now. I must say, the crates look great in the surreal editor. Thank you Drew for the great tutorial, and Matt for the perpixel lighting code!


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Re: Per Pixel / Normal Mapping Tutorial v1.1.. [Re: William] #30265
07/16/04 10:46
07/16/04 10:46
Joined: Sep 2003
Posts: 721
Chandler, Arizona
C
Crossy Offline
Developer
Crossy  Offline
Developer
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Joined: Sep 2003
Posts: 721
Chandler, Arizona
Good job Drew,
I was just thinking about trying to do something like this, and then I came across this thread, awesome.

Thanks


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Re: Per Pixel / Normal Mapping Tutorial v1.1.. [Re: Drew] #30266
07/28/04 11:18
07/28/04 11:18
Joined: Feb 2004
Posts: 347
BigBrainz Offline
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BigBrainz  Offline
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Joined: Feb 2004
Posts: 347
Drew, Great tutorial. Thanks!

I'm trying to determine how ready Normal Mapping is for genuine production, and it seems to me that at this point it's really only ready for little demonstrations due to the lighting restrictions, and the inability to apply it to level geometry.

Are these shortcomings being addressed in an upcoming beta? (Am I right that Automatic Material Assignment will let me assign shaders to Level Geometry? Will the dynamic dynamic lighting limitation still make it too cumbersome to implement?)

Am I just approaching the problem in the wrong way?

Or should I just not try to implement these high-end features yet?



Re: Per Pixel / Normal Mapping Tutorial v1.1.. [Re: BigBrainz] #30267
07/28/04 13:31
07/28/04 13:31
Joined: Jul 2002
Posts: 2,813
U.S.
Nadester Offline

Expert
Nadester  Offline

Expert

Joined: Jul 2002
Posts: 2,813
U.S.
Hey Drew - Awesome work man! Is it possible that I could include this in the documentation for SMEE2? (Its well under way in construction). I'd give you creds of course. Plus it'll feature a lot of cool stuff like opening wdl's and converting normal maps on the run (and bunches of other new features), so it'll be even more compatable with the tut. Again, nice work


--Eric
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