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Re: level textures with bump mapping [Re: DARKLORD] #34491
10/15/04 20:42
10/15/04 20:42
Joined: Dec 2000
Posts: 4,608
mk_1 Offline

Expert
mk_1  Offline

Expert

Joined: Dec 2000
Posts: 4,608
I'd really like to see a small video with moving lights (or moving entities).


Follow me on twitter
Re: level textures with bump mapping [Re: mk_1] #34492
10/15/04 23:01
10/15/04 23:01
Joined: Oct 2002
Posts: 815
NY USA
R
Red Ocktober Offline
Developer
Red Ocktober  Offline
Developer
R

Joined: Oct 2002
Posts: 815
NY USA
thanks Darklord... i'm just reliving the experience that H'sandbag had a few weeks ago when his code started working

i almost flipped the caps lock key on myself

by the way, him posting his problems and code helped make it a lil easier for me... i was planning on staying with the dx8 shader interface, but some stuff i've done in darkbasic kinda lead me to believe that model cenetered scenery, although feasible, is gonna be a pain to construct, with each part needing separate shading considerations...

... anyway, i decided to see what a level capable solution would be like.
so far, i like it... although the screenshot is resized down and looses a lot, it kinda gives the idea that a Doom3 like level can't be very far off.

maybe...

Rhuarc's explanation of what was going on was the real key in understanding what was in the readme concerning the new shader implementation... i hope that a decent, easy to understand manual on this is forthcoming... else, i'm gonna have to put Rhu on the payrole


mk1... i don't think that moving lights are gonna have any affect on the level geometry just yet... like Matt said above, the lights you see are wed lights that are fixed and mapped during the compile... we're gonna need a means of giving the light position, color, and maybe intensity to the shader during runtime in order to get that flashlight effect on the level structures...

me think that's on it's way...

--Mike

Re: level textures with bump mapping [Re: Red Ocktober] #34493
10/29/04 01:40
10/29/04 01:40
Joined: Oct 2004
Posts: 15
Masterchiefk Offline
Newbie
Masterchiefk  Offline
Newbie

Joined: Oct 2004
Posts: 15
can someone make a test map with this script and a little level ... that a noob can understand it too. ^^ please load this up thx!


@ Kai Kieschnick
Re: level textures with bump mapping [Re: Rhuarc] #34494
02/10/05 07:32
02/10/05 07:32
Joined: Dec 2003
Posts: 130
Austria
B
BrainGamble Offline
Member
BrainGamble  Offline
Member
B

Joined: Dec 2003
Posts: 130
Austria
hi,

well I tried to get this shader to work but I get one error.:
First of all; i get no Bumpmap or normalmap in my level, it goes not work
Error in effect:
Floor1(70) : Syntax error

put the engine get started!!

here is my code:
____________________

bmap detail_floor1, <16tile12.tga>;


function init_textureNormals()
{
bmap_to_normals(mtl.skin1,2);
}
material Floor1
{
event=init_textureNormals;
skin1=detail_floor1;
effect=
"
matrix matWorldViewProj;

matrix matWorld;



texture mtlSkin1;

texture entSkin1;

texture entSkin2;

vector vecLight;



technique dot3map

{

pass p0

{

Texture[0] = <mtlSkin1>;//1te Skin im Model ist die Textur

Texture[1] = <entSkin2>;//1te Skin im Model ist die Textur

Texture[2] = <entSkin1>;//1te Skin im Model ist die Textur

TextureFactor = 0xFFFFFFFF;



COLOROP[0] = DotProduct3;

COLORARG1[0] = Texture;

COLORARG2[0] = TFactor;

TexCoordIndex[0] = 1;



COLOROP[1] = Modulate;

COLORARG1[1] = Texture;

COLORARG2[1] = Current;

TexCoordIndex[1] = 0;



magFilter[2]=Linear;

minFilter[2]=Linear;

mipFilter[2]=Linear;

COLOROP[2] = AddSigned;

COLORARG1[2] = Texture;

COLORARG2[2] = Current;

TexCoordIndex[2] = 1;

};

}
";
}

____________________

Info: The 16tile12.tga is my Bumpmap !!!
what else shoud i have to do

hope you can help me

Last edited by BrainGamble; 02/10/05 07:37.

<< I 'LL BE BACK >>
Re: level textures with bump mapping [Re: BrainGamble] #34495
02/10/05 11:41
02/10/05 11:41
Joined: Jul 2002
Posts: 2,813
U.S.
Nadester Offline

Expert
Nadester  Offline

Expert

Joined: Jul 2002
Posts: 2,813
U.S.
It's a directx 8.1 shader. Need's to be updated to 9 format. But once again, there are better shaders out there for this.


--Eric
Re: level textures with bump mapping [Re: BrainGamble] #34496
02/10/05 18:43
02/10/05 18:43
Joined: Aug 2002
Posts: 375
Germany
Salva Offline
Senior Member
Salva  Offline
Senior Member

Joined: Aug 2002
Posts: 375
Germany
Hi!

If you need a dot3 shader, try this:
is a DX9 shader!


code:
_______________________________________________________________________¥

Material dot3
{
effect
"
matrix matWorldViewProj;
matrix matWorld;

texture entSkin1;
texture entSkin2;
vector vecLight;



technique dot3map
{
pass p0
{
Texture[0] = <entSkin2>;
Texture[1] = <entSkin1>;

TextureFactor = 0xFFFFFFFF;

COLOROP[0] = DotProduct3;
COLORARG1[0] = Texture;
COLORARG2[0] = TFactor;
TexCoordIndex[0] = 1;

COLOROP[1] = Modulate;
COLORARG1[1] = Texture;
COLORARG2[1] = Current;
TexCoordIndex[1] = 0;

magFilter[2]=Linear;
minFilter[2]=Linear;
mipFilter[2]=Linear;
COLOROP[2] = Modulate;
COLORARG1[2] = Texture;
COLORARG2[2] = Current;
TexCoordIndex[2] = 1;

}

}

";
}
action bumpas
{
my.material = dot3;
wait(1);
}


Greetings
salva.

Re: level textures with bump mapping [Re: Salva] #34497
02/11/05 07:27
02/11/05 07:27
Joined: Dec 2003
Posts: 130
Austria
B
BrainGamble Offline
Member
BrainGamble  Offline
Member
B

Joined: Dec 2003
Posts: 130
Austria
i use this code for bumpmapping on geometry textures !!!

My texture in Wed is named: 16tile12.bmp
the pumpmap texture is 16tile12.tga
------------------
bmap detail_16tile12, <16tile12.tga>;

function init_detail_mapping
{
bmap_to_mipmap(mtl.skin1);
}

material 16tile12
{
event=init_detail_mapping;
skin1=detail_16tile12;
effect=
"
matrix matWorldViewProj;
matrix matWorld;

texture mtlSkin1;
texture entSkin1;
texture entSkin2;
vector vecLight;

technique dot3map
{
pass p0
{
Texture[0] = <mtlSkin1>;//1te Skin im Model ist die Textur
Texture[1] = <entSkin2>;//1te Skin im Model ist die Textur
Texture[2] = <entSkin1>;//1te Skin im Model ist die Textur
TextureFactor = 0xFFFFFFFF;

COLOROP[0] = DotProduct3;
COLORARG1[0] = Texture;
COLORARG2[0] = TFactor;
TexCoordIndex[0] = 1;

COLOROP[1] = Modulate;
COLORARG1[1] = Texture;
COLORARG2[1] = Current;
TexCoordIndex[1] = 0;

magFilter[2]=Linear;
minFilter[2]=Linear;
mipFilter[2]=Linear;
COLOROP[2] = AddSigned;
COLORARG1[2] = Texture;
COLORARG2[2] = Current;
TexCoordIndex[2] = 1;
}
}
}
";
}

-------------------
ok, when the engine start i get no errors, but
my floor is just very bright and no effect ...

what could be the problem ???????


<< I 'LL BE BACK >>
Re: level textures with bump mapping [Re: BrainGamble] #34498
02/12/05 05:53
02/12/05 05:53
Joined: Aug 2002
Posts: 375
Germany
Salva Offline
Senior Member
Salva  Offline
Senior Member

Joined: Aug 2002
Posts: 375
Germany
Hi!

Is your bumpmap with alpha channel?


Greet


Salva

Re: level textures with bump mapping [Re: Salva] #34499
02/12/05 06:06
02/12/05 06:06
Joined: Dec 2003
Posts: 130
Austria
B
BrainGamble Offline
Member
BrainGamble  Offline
Member
B

Joined: Dec 2003
Posts: 130
Austria
oh, i see now.

Perhaps thats the problem, because my normal map is , well how could I explane : most blue / pink.
You now???

How could I make alpha textures?

thx


<< I 'LL BE BACK >>
Re: level textures with bump mapping [Re: BrainGamble] #34500
02/13/05 01:29
02/13/05 01:29
Joined: Aug 2002
Posts: 375
Germany
Salva Offline
Senior Member
Salva  Offline
Senior Member

Joined: Aug 2002
Posts: 375
Germany
Hi!

Then does your shader work?
Otherwise you use this code from me it works very well!
Please note the comments!

bmap detail_floor1, <brickdark1.tga>;// this is your normalmap!(the blue-pink)

function init_detail_mapping
{
bmap_to_mipmap(mtl.skin1);
}

material brickdark // this is your wad texture in wed you use this for the block
{
event=init_detail_mapping;
skin1=detail_floor1;
effect=
"
matrix matWorldViewProj;
matrix matWorld;

texture mtlSkin1;
texture entSkin1;
texture entSkin2;
vector vecLight;

technique dot3map
{
pass p0
{
Texture[0] = <mtlSkin1>;
Texture[1] = <entSkin2>;
Texture[2] = <entSkin1>;
TextureFactor = 0xFFFFFFFF;

COLOROP[0] = DotProduct3;
COLORARG1[0] = Texture;
COLORARG2[0] = TFactor;
TexCoordIndex[0] = 1;

COLOROP[1] = Modulate;
COLORARG1[1] = Texture;
COLORARG2[1] = Current;
TexCoordIndex[1] = 0;

magFilter[2]=Linear;
minFilter[2]=Linear;
mipFilter[2]=Linear;
COLOROP[2] = AddSigned;
COLORARG1[2] = Texture;
COLORARG2[2] = Current;
TexCoordIndex[2] = 1;
}
}
";
}

Hope This help!


Greetings

Salva

PS: Could you tell me how you have done the normalmap?

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