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Re: Normal-Mapping Shader (The Best @ vsps2.0) [Re: D3D] #120841
07/17/07 17:38
07/17/07 17:38
Joined: Aug 2004
Posts: 137
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foodstamp Offline
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foodstamp  Offline
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Joined: Aug 2004
Posts: 137
OK in main.c I added
init_normal(); // NM SHADER


Add the code to psysics_car.c

No go on the body. I do have a normal map in the model

Re: Normal-Mapping Shader (The Best @ vsps2.0) [Re: foodstamp] #120842
07/17/07 18:45
07/17/07 18:45
Joined: Mar 2006
Posts: 2,503
SC, United States
xXxGuitar511 Offline OP
Expert
xXxGuitar511  Offline OP
Expert

Joined: Mar 2006
Posts: 2,503
SC, United States
Honestly, I've never used Lite-C. I've been pocrastinating for a while...

You should be able to simpl include the script and in the car action, change the material to mat_nm;. I'm not sure why it's not showng up in the material menu...


xXxGuitar511
- Programmer
Re: Normal-Mapping Shader (The Best @ vsps2.0) [Re: xXxGuitar511] #120843
07/17/07 18:52
07/17/07 18:52
Joined: Aug 2004
Posts: 137
F
foodstamp Offline
Member
foodstamp  Offline
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Joined: Aug 2004
Posts: 137
Quote:

Honestly, I've never used Lite-C. I've been pocrastinating for a while...

You should be able to simpl include the script and in the car action, change the material to mat_nm;. I'm not sure why it's not showng up in the material menu...




Well since the body is already using the carinit action we cant assign it another action. I wish that coul be changed. So we have to include the script into a crurrent script. And seeing how I am a scripting idiot, i need to ask on here for help

Re: Normal-Mapping Shader (The Best @ vsps2.0) [Re: foodstamp] #120844
07/17/07 19:02
07/17/07 19:02
Joined: Apr 2006
Posts: 1,551
Netherlands
D3D Offline
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D3D  Offline
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Posts: 1,551
Netherlands
The above script have already been changed and work with the carlevel demo on other models, but not so good on the buggy model. The two actions don't really mind because you can comment one out and put the other inside the init_car action.


smile
Re: Normal-Mapping Shader (The Best @ vsps2.0) [Re: D3D] #120845
07/17/07 19:14
07/17/07 19:14
Joined: Aug 2004
Posts: 137
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foodstamp Offline
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foodstamp  Offline
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Joined: Aug 2004
Posts: 137
Quote:

The above script have already been changed and work with the carlevel demo on other models, but not so good on the buggy model. The two actions don't really mind because you can comment one out and put the other inside the init_car action.




Not feeling ungrateful but here is the model i am using. If you could test in your project.
duster


Also if there is a way for you to maybe upload the changed scripts. I could probably do better. Up to you though.

Thank You

Re: Normal-Mapping Shader (The Best @ vsps2.0) [Re: foodstamp] #120846
07/17/07 22:03
07/17/07 22:03
Joined: Jan 2006
Posts: 2,157
Connecticut, USA
Blink Offline

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Blink  Offline

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Posts: 2,157
Connecticut, USA
i have a question. is there a shader that makes a model have a shiny metal look to it? i have a robot that has a golden plating, i would like it to appear metal. is that impossible to do? what will i have to do to make that possible?

Re: Normal-Mapping Shader (The Best @ vsps2.0) [Re: Blink] #120847
07/18/07 03:26
07/18/07 03:26
Joined: Apr 2006
Posts: 1,551
Netherlands
D3D Offline
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D3D  Offline
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Joined: Apr 2006
Posts: 1,551
Netherlands
Do you have the lightsource close enough to the model? Try adding the dlight.mdl inside the level, just above the car (the dlight action is used by default) Download.


smile
Re: Normal-Mapping Shader (The Best @ vsps2.0) [Re: D3D] #120848
07/19/07 22:59
07/19/07 22:59
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
"shinyness" = specularity

specularity is controlled by the alpha channel of the normalmap texture.

A tex with full alpha will be shiny, so yes, this will make it shiny...


xXxGuitar511
- Programmer
Re: Normal-Mapping Shader (The Best @ vsps2.0) [Re: xXxGuitar511] #120849
09/20/07 01:12
09/20/07 01:12
Joined: Sep 2005
Posts: 29
C
camelot22020 Offline
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camelot22020  Offline
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Joined: Sep 2005
Posts: 29
I tried to implement this shader, and although I'm new to using shaders it seems to work. I applied the material to a basic flat box i modeled in MED and the bump map look and specularity work, however the model is evenly lit and seems to be completely ignoring the lights that are illuminating the level geometry surrounding the model. Any ideas as to why this is would be great. Also I didn't modify your shader code or anything like that, just applied it right away. Thanks!

Re: Normal-Mapping Shader (The Best @ vsps2.0) [Re: camelot22020] #120850
09/20/07 16:50
09/20/07 16:50
Joined: Mar 2006
Posts: 2,503
SC, United States
xXxGuitar511 Offline OP
Expert
xXxGuitar511  Offline OP
Expert

Joined: Mar 2006
Posts: 2,503
SC, United States
Shaders only react to dynamic lights properly.

Though, in my shader I added the option to use the ambience created from static lighting. by right-clicking the script from the properties tab in WED, you can use the "customize" panel for editing shader options...


xXxGuitar511
- Programmer
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