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Re: DOWNLOAD: Normal-Mapping Shader
[Re: sPlKe]
#120792
04/17/07 22:17
04/17/07 22:17
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Joined: Mar 2006
Posts: 2,503 SC, United States
xXxGuitar511
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Posts: 2,503
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Thanks again, all of you. Your compliments inspire me to contribute more!
xXxGuitar511 - Programmer
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Re: Normal-Mapping Shader (The Best @ vsps2.0)
[Re: PHeMoX]
#120794
04/18/07 02:30
04/18/07 02:30
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Joined: Mar 2006
Posts: 2,503 SC, United States
xXxGuitar511
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Thanks PHeMoX, I will contact you soon I think, lol. Thank you... Also, check out my newest project in the UC, "Darkness". I'd love your opinion. As well as everyone elses!
xXxGuitar511 - Programmer
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Re: Normal-Mapping Shader (The Best @ vsps2.0)
[Re: xXxGuitar511]
#120795
04/19/07 04:14
04/19/07 04:14
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Joined: Jun 2005
Posts: 656
Grafton
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Posts: 656
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This is a great contribution! Is there anyway to control how dark the shadowing is, or how bright the lighting? There is too much contrast between the two for my use. I tried adjusting the WDL custom settings in WED, but no luck.
Not two, not one.
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Re: Normal-Mapping Shader (The Best @ vsps2.0)
[Re: Grafton]
#120796
04/20/07 00:59
04/20/07 00:59
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Joined: Mar 2006
Posts: 2,503 SC, United States
xXxGuitar511
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No, but I guess I can make another release.
I'll add another skill for shadow ambience & light ambience. Shouldn't be too hard at all...
xXxGuitar511 - Programmer
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Re: Normal-Mapping Shader (The Best @ vsps2.0)
[Re: xXxGuitar511]
#120797
04/21/07 07:54
04/21/07 07:54
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Joined: Jun 2005
Posts: 656
Grafton
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User
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Posts: 656
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That would be great xXxGuitar511, and really complete this shader.
BTW, how dow I get this to work with dynamic lights? If I place one in wed, and make it dynamic/hi-res, it dosent seem to affect the model other than increase its diffuse brightness (no specular or shading), even with fake dynamic turned off.
Not two, not one.
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Re: Normal-Mapping Shader (The Best @ vsps2.0)
[Re: Grafton]
#120798
04/21/07 17:38
04/21/07 17:38
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Joined: Mar 2006
Posts: 2,503 SC, United States
xXxGuitar511
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setting the dynamic flag for wed lights doesn't work yet, it will still cast a static light.
You have to actually use a model with a dynamic light action (Included in NM.wdl: DLight)
xXxGuitar511 - Programmer
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Re: Normal-Mapping Shader (The Best @ vsps2.0)
[Re: xXxGuitar511]
#120799
04/21/07 23:47
04/21/07 23:47
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Joined: Jun 2005
Posts: 656
Grafton
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Yep, I tried the dlight action with a cube.mdl, set its _range (skill4) pretty high and put it almost on top of the normal mapped model, then changed "faked dynamics" to false, and all I can get is the diffuse lighting from the material. I tried for hours. Maybe there is something strange with either model? (the NM looks fantastic with faked dynamics on though).
In any case, if you could find time to insert a multiplier for the ambient (shadowing) and one for the power of the lighting, so the two could be adjusted (contrast?) for different environments, that would be super useful!
Not two, not one.
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Re: Normal-Mapping Shader (The Best @ vsps2.0)
[Re: Grafton]
#120800
04/23/07 14:36
04/23/07 14:36
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Joined: Mar 2006
Posts: 2,503 SC, United States
xXxGuitar511
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I don't have the files with me, and I'm a lil busy ATM, but I'll try and get it done ASAP...
It'll be pretty simple, I just need to figure out which inputs to use... - per model (vecSkill41) - per material (mtlSkill1) - per shader (float X)
xXxGuitar511 - Programmer
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