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Re: Per Pixel / Normal Mapping Tutorial v1.1.. [Re: Drew] #30278
08/14/04 17:56
08/14/04 17:56
Joined: Feb 2003
Posts: 178
666 South The Underworld,
C
ChrispiZ Offline
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ChrispiZ  Offline
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Posts: 178
666 South The Underworld,
How do you apply bumpmapping to this? I believe it explains in the tutorial but i do not get how, I'm using photoshop as my image editor, i need help please!

Re: Per Pixel / Normal Mapping Tutorial v1.1.. [Re: ChrispiZ] #30279
08/15/04 00:14
08/15/04 00:14
Joined: Jul 2004
Posts: 31
Rendering on a Pipeline
Buluen Offline
Newbie
Buluen  Offline
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Posts: 31
Rendering on a Pipeline
do you mean apply bumpmapping to player models or walls? because I know how to set it up for walls and floors ect but im gonna learn to do player models soon.

Re: Per Pixel / Normal Mapping Tutorial v1.1.. [Re: Buluen] #30280
08/17/04 01:32
08/17/04 01:32
Joined: Feb 2003
Posts: 178
666 South The Underworld,
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ChrispiZ Offline
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ChrispiZ  Offline
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Joined: Feb 2003
Posts: 178
666 South The Underworld,
I mean, bumpmapping with the Normal map shader, if you read the normal mapping tutorial, it says somthing about it, like "If you want to add bumps and wrinkles, make a Normal map from a grayscale......". I'm using adobe photoshop, if anybody could help, please, i would be grateful!

Re: Per Pixel / Normal Mapping Tutorial v1.1.. [Re: ChrispiZ] #30281
08/17/04 01:59
08/17/04 01:59
Joined: Feb 2004
Posts: 347
BigBrainz Offline
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BigBrainz  Offline
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Posts: 347
If you get the Normal Mapping shader working correctly then you're basically there. Normal Mapping is really just an impressive version of bump-mapping.

Typically, you use Normal Mapping to convincingly portray large bumps, like rivets and such. In those cases, your Normal Map will have some fairly high contrast around the rivet. To add small details like cracks or creases, you simply need to add or use some lower-contrast or finer-detail aspects to the image. For instance, if you convert a normal bump-map of cracks and grooves to a Normal Map, it will show small bumps and cracks. Also, when you generate a Normal Map from a high-res model, you can also usually blend the resulting Normal Map with a second bump-map to add fine details--at least that's true of ATI's utility.

Anyway, so if you just want to know how to convert a bump-map to a Normal map in Photoshop, there's a plug-in for it. I believe it's on the NVidia site, but it could have been ATI that I got it from. Check out the "Killer Normal Mapping Link" listed in the very first post of this thread for the specifics.

Re: Per Pixel / Normal Mapping Tutorial v1.1.. [Re: BigBrainz] #30282
08/17/04 02:51
08/17/04 02:51
Joined: Jul 2004
Posts: 74
Inside Maya
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Sichlid Offline
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Sichlid  Offline
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Joined: Jul 2004
Posts: 74
Inside Maya
Hi Drew,

First of thanks for the cool demo and tutorial.

I got the ATI normal map maker and put it on my weapon and it shows up.

I have also attached the action light_perpixel to some light sources in the level
but the shading on the weapon does ot change when below these ligh entities.

I'm sure I'm doing something wrong here..though not sure what it is.

Secondly I have put ur Example MDL crate (32 bit) one in the level and attached
the per_pixel action ,,but it just becomes orange in the level.

Any help on how to get around andget the cool DOOM3 feel to my game


Best Regards, Sichlid
Re: Per Pixel / Normal Mapping Tutorial v1.1.. [Re: Sichlid] #30283
08/17/04 05:27
08/17/04 05:27
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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trapped in a paper bag
MAybe try lowering all your lighting to black, including ambient and sun. Place an object, assign perpixel lighting action, place an omni light right in the same location, turn it to white. Build and run your level, making sure your player is using the perpixel shader... thats how I always start my perpixel levels, since this technique is wonky... If you see lighting show up att all, go from there.. sorry I cant be more helpful, I actually havent touched this for weeks, been playing with the doom3 engine


Drew Medina
Game Developer (Artist)
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Re: Per Pixel / Normal Mapping Tutorial v1.1.. [Re: Drew] #30284
08/24/04 10:56
08/24/04 10:56
Joined: Jul 2002
Posts: 2,813
U.S.
Nadester Offline

Expert
Nadester  Offline

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Posts: 2,813
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Anyone attempt to adapt this to level geometry now that the new public beta is out? Just curious.


--Eric
Re: Per Pixel / Normal Mapping Tutorial v1.1.. [Re: Nadester] #30285
08/24/04 12:04
08/24/04 12:04
Joined: Oct 2000
Posts: 1,543
Germany
A
Alexander Esslinger Offline
Senior Developer
Alexander Esslinger  Offline
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Joined: Oct 2000
Posts: 1,543
Germany
Still no chance. Bumpmapping isn't supported for level geometry.

Re: Per Pixel / Normal Mapping Tutorial v1.1.. [Re: Alexander Esslinger] #30286
08/24/04 16:24
08/24/04 16:24
Joined: Jan 2003
Posts: 142
England
Ranger1 Offline
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Ranger1  Offline
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England
Hi Alexander,

Can u explain what you mean by 'not supported' in specific terms ?

Is there a work around ?

What amount of work is required to get Bump mapping supported for Level Geometry ??

My apologies in advance if you don't know


Whilst all Answers are replies not all replies are Answers
Re: Per Pixel / Normal Mapping Tutorial v1.1.. [Re: Ranger1] #30287
08/24/04 20:23
08/24/04 20:23
Joined: Oct 2000
Posts: 1,543
Germany
A
Alexander Esslinger Offline
Senior Developer
Alexander Esslinger  Offline
Senior Developer
A

Joined: Oct 2000
Posts: 1,543
Germany


For getting DOT3 bumpmapping to work, you need the vertex's tangent, which is not avaiable for level geometry. There is no work around, dispite storing the normals in the normalmap in worldspace, which doesn't make much sens.. or generating the texturespace matrix manually, which also doesn't make much sens.

I have a shader here, that will work for level geometry, once it is supported.

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