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Re: Normal-Mapping Shader (The Best @ vsps2.0) [Re: foodstamp] #120821
05/22/07 18:55
05/22/07 18:55
Joined: Nov 2006
Posts: 70
UK!
erbismi Offline
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erbismi  Offline
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Joined: Nov 2006
Posts: 70
UK!
There doesn't seem to be much of a problem, only that maybe the light is too bright. Try adjusting the material properties by customising NM.wdl in MED. I think most of the problem may be with the model and skins.

Last edited by erbismi; 05/22/07 18:57.

-www.llamastormgames.page.tl
Re: Normal-Mapping Shader (The Best @ vsps2.0) [Re: erbismi] #120822
05/22/07 20:59
05/22/07 20:59
Joined: Aug 2004
Posts: 137
F
foodstamp Offline
Member
foodstamp  Offline
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Joined: Aug 2004
Posts: 137
Quote:

There doesn't seem to be much of a problem, only that maybe the light is too bright. Try adjusting the material properties by customising NM.wdl in MED



You mean in WED right ? What ones do I adjust ? I tried messing with em and either gets to bright or too dark.


Quote:

I think most of the problem may be with the model and skins.



OK on this what would need to be done to the model ? I am using milkshape and as far as I know there is no light settings in milkshape unless I missed it.

On the texture I have put my greyscale as low as it can get without it being all black.

Re: Normal-Mapping Shader (The Best @ vsps2.0) [Re: foodstamp] #120823
05/23/07 16:25
05/23/07 16:25
Joined: Nov 2006
Posts: 70
UK!
erbismi Offline
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erbismi  Offline
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Joined: Nov 2006
Posts: 70
UK!
Yeah i did mean in WED. Presuming the problem you identified is that the wall is too bright, just try lowering the specular values for NM.wdl, or just make the light a bit less bright. As far as the model goes, i believe you can also adjust specularity with the alpha channel of the normal map.


-www.llamastormgames.page.tl
Re: Normal-Mapping Shader (The Best @ vsps2.0) [Re: erbismi] #120824
05/28/07 17:33
05/28/07 17:33
Joined: Mar 2006
Posts: 2,503
SC, United States
xXxGuitar511 Offline OP
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xXxGuitar511  Offline OP
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Joined: Mar 2006
Posts: 2,503
SC, United States
Thank you erbismi! And you are correct as well...

BTW: For flat shading on surfaces, your faces must be unwelded at edges. Shaders interpolate the normals of vertices, which will give you strange lighting when the vertices meet at a corner (such as your building).

You should unweld the faces where there should not be a smooth lighting between faces. I hope I've explained this well...


xXxGuitar511
- Programmer
Re: Normal-Mapping Shader (The Best @ vsps2.0) [Re: xXxGuitar511] #120825
05/30/07 15:57
05/30/07 15:57
Joined: Jan 2006
Posts: 2,157
Connecticut, USA
Blink Offline

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Blink  Offline

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Joined: Jan 2006
Posts: 2,157
Connecticut, USA
the link isnt showing on the 1st page, is it still available? i would like to download it.

Re: Normal-Mapping Shader (The Best @ vsps2.0) [Re: Blink] #120826
05/30/07 15:59
05/30/07 15:59
Joined: Jan 2006
Posts: 2,157
Connecticut, USA
Blink Offline

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Blink  Offline

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Joined: Jan 2006
Posts: 2,157
Connecticut, USA
nevermind, i was downloading from the wrong link,oooppps!

Re: Normal-Mapping Shader (The Best @ vsps2.0) [Re: Blink] #120827
05/30/07 16:44
05/30/07 16:44
Joined: Mar 2006
Posts: 2,503
SC, United States
xXxGuitar511 Offline OP
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xXxGuitar511  Offline OP
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Posts: 2,503
SC, United States
The newest version is the link in my signature...


xXxGuitar511
- Programmer
Re: Normal-Mapping Shader (The Best @ vsps2.0) [Re: xXxGuitar511] #120828
06/10/07 09:00
06/10/07 09:00
Joined: Apr 2005
Posts: 4,506
Germany
F
fogman Offline
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fogman  Offline
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Joined: Apr 2005
Posts: 4,506
Germany
Quote:

Shaders on WED blocks are TOO slow. This is why many developers are now creating thier levels with models.





I very curious about the situation with the so called "static meshes", converted from blocks. I could imagine that shaders on static meshes are faster than on blocks.
Can you give me some advise on how to apply this shader to static meshes? To fiddle around with d3d_automaterial seems probable, but I donīt have the knowledge for that.
I would like to play around with the latest GS beta.

This shader is brilliant, Iīve tested some of Franks textures, just awesome.
But now the entire environment needs to fit in.


no science involved
Re: Normal-Mapping Shader (The Best @ vsps2.0) [Re: fogman] #120829
06/10/07 17:13
06/10/07 17:13
Joined: Mar 2006
Posts: 2,503
SC, United States
xXxGuitar511 Offline OP
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xXxGuitar511  Offline OP
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Joined: Mar 2006
Posts: 2,503
SC, United States
Static meshes are latest A7 beta, right? I'm limited to A6.6 Pro, so I can't really test it to help you...

If I'm wrong, please let me know


Either way, email me (email on profile) and I'll see what I can do...


xXxGuitar511
- Programmer
Re: Normal-Mapping Shader (The Best @ vsps2.0) [Re: xXxGuitar511] #120830
06/30/07 20:03
06/30/07 20:03
Joined: Mar 2006
Posts: 2,503
SC, United States
xXxGuitar511 Offline OP
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xXxGuitar511  Offline OP
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Joined: Mar 2006
Posts: 2,503
SC, United States
Alright, I finally spent ~10 minutes doing an update for the shader...

fixes:
- Accidentally commented out first light on last release, it's uncommented now
- Alpha transparency should work now...
- Albedo property of model controls its specularity (glossyness) in addition to the alpha channel of the normal map
- Ambient property of model works in addition to the material property.
- removed an extra texture lookup, which might make the shader run a (little) bit faster, but who knows?...

...Thats about it really. I didn't do too much. The first light being skipped was the biggest problem. It's still running in 2 passes, with 3 dyn lights, sunlight, and static lighting. I can add more dyn lights if needed. PS2.0 limits me to 2 dyn lights per pass though.


NM.ZIP


xXxGuitar511
- Programmer
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