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Re: Looking for a Normal Mapping effect
[Re: Rhuarc]
#73569
05/09/06 06:26
05/09/06 06:26
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Joined: Apr 2005
Posts: 3,815 Finland
Inestical
Rabbit Developer
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Rabbit Developer
Joined: Apr 2005
Posts: 3,815
Finland
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ah, one thing can be that you don't have commercial+ edition?
"Yesterday was once today's tomorrow."
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Re: Looking for a Normal Mapping effect
[Re: Inestical]
#73570
05/09/06 08:38
05/09/06 08:38
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Joined: Nov 2004
Posts: 7,121 Potsdam, Brandenburg, Germany
Machinery_Frank
Senior Expert
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Senior Expert
Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
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we really should create a sticky thread with a normal mapping effect, a little manual and a FAQ. This question will raise here every week again. I even would write something when I find a good shader (until now I worked only with Sphere or SMEE but not with a separated normal mapping shader effect). But my english is not perfect. Rhuarc could be the best man for this
Models, Textures and Games from Dexsoft
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Re: Looking for a Normal Mapping effect
[Re: Machinery_Frank]
#73571
05/09/06 20:06
05/09/06 20:06
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Joined: Dec 2003
Posts: 401 Germany, Bonn
VampireLord
Senior Member
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Senior Member
Joined: Dec 2003
Posts: 401
Germany, Bonn
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I second this! It would make the lives of the moderators much easier and also give added-value to A6 if a "Noobs way to implement perfect normal mapping" could be written I currently don't have time for this as I am writing my final thesis atm. When I am done with that I would be willing to translate the whole thing! Greets Sven
"Feathers shall raise men even as they do birds, toward heaven; that is by letter written with their quills." - Leonardo da Vinci
Wer mir eine e-mail schicken will ersetze ANTISPAM durch @ If you want to send me an email replace ANTISPAM by @
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Re: Looking for a Normal Mapping effect
[Re: Slin]
#73575
05/12/06 13:26
05/12/06 13:26
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Joined: Nov 2004
Posts: 7,121 Potsdam, Brandenburg, Germany
Machinery_Frank
Senior Expert
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Senior Expert
Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
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As I remember there was a sample in the manual that shows a shader with fallback techniques. So it should be possible to create the real "perfect" normal mapping shader that works on 3.0, 2.0 and 1.x and could even fall back to FFE or just a simple texture when all that fails.
I wrote a few articles about creating shaders from high poly models and from 2d textures and mentioned all the appropriate tools. So I would translate this into English for this little project. We just need this kind of shader and I will provide examples, tools and textures.
Frank
Models, Textures and Games from Dexsoft
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