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normal map shader #136787
06/17/07 09:11
06/17/07 09:11
Joined: Apr 2007
Posts: 24
Earth-Asia-India-TNadu-Chennai
sgv3dmax Offline OP
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sgv3dmax  Offline OP
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Joined: Apr 2007
Posts: 24
Earth-Asia-India-TNadu-Chennai
Hi, i am a newbee and i don't know programming. I have read posts on normal map shader. Please explain how to attach material to model by script.

Re: normal map shader [Re: sgv3dmax] #136788
06/17/07 09:19
06/17/07 09:19
Joined: Mar 2007
Posts: 776
Poor village - Poland ;)
tompo Offline
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tompo  Offline
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Posts: 776
Poor village - Poland ;)
in entity function:
my.material = some_material;

then in material
effect = "some.fx";

download f.e. guitar's normal map shader, copy those fles to your project directory, include those files and write in enitity function:
my.material = mat_nm;

Last edited by tompo; 06/17/07 10:35.

Never say never.
Re: normal map shader [Re: tompo] #136789
06/17/07 09:24
06/17/07 09:24
Joined: Apr 2007
Posts: 24
Earth-Asia-India-TNadu-Chennai
sgv3dmax Offline OP
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sgv3dmax  Offline OP
Newbie

Joined: Apr 2007
Posts: 24
Earth-Asia-India-TNadu-Chennai
Please excuse me, i don't have any scripting knowledge. Is there any tutorial i can refer regarding this.

Re: normal map shader [Re: sgv3dmax] #136790
06/17/07 09:26
06/17/07 09:26
Joined: Jan 2003
Posts: 4,615
Cambridge
Joey Offline
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Joey  Offline
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Joined: Jan 2003
Posts: 4,615
Cambridge
the beginners tutorial. look them up in the wiki (links on top of the page).

Re: normal map shader [Re: sgv3dmax] #136791
06/17/07 09:26
06/17/07 09:26
Joined: Mar 2007
Posts: 776
Poor village - Poland ;)
tompo Offline
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tompo  Offline
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Posts: 776
Poor village - Poland ;)
yes... read manual
but only what you need is:
my.material = some_material;


Never say never.
Re: normal map shader [Re: tompo] #136792
06/19/07 19:32
06/19/07 19:32
Joined: Jul 2005
Posts: 192
Orange County
S
silencer Offline
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silencer  Offline
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S

Joined: Jul 2005
Posts: 192
Orange County
With Guitar's normal mapping shader,

You need two skins right?

So should you set the color map to skin0 and the normal map to skin1?

Also what format should the color map and normal map be? 24-bit TGA or is PCX okay?


AMD 64 x2 4400+ 2048mb DDR3200 NVidia 6800GS 256mb Soundblaster Audigy 2 A7 Commercial 7.07
Re: normal map shader [Re: silencer] #136793
06/19/07 21:07
06/19/07 21:07
Joined: Jan 2003
Posts: 4,615
Cambridge
Joey Offline
Expert
Joey  Offline
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Joined: Jan 2003
Posts: 4,615
Cambridge
format doesn't matter if the shader's done properly (and guitar's are).

Re: normal map shader [Re: tompo] #136794
06/22/07 05:02
06/22/07 05:02
Joined: Apr 2007
Posts: 24
Earth-Asia-India-TNadu-Chennai
sgv3dmax Offline OP
Newbie
sgv3dmax  Offline OP
Newbie

Joined: Apr 2007
Posts: 24
Earth-Asia-India-TNadu-Chennai
Quote:

in entity function:
my.material = some_material;

then in material
effect = "some.fx";

download f.e. guitar's normal map shader, copy those fles to your project directory, include those files and write in enitity function:
my.material = mat_nm;




I have downloaded guitar's normal map shader and copied these to the project directory.
Since i am new to programming, i don't know where to add the above-mentioned scripts. Please provide some step-by-step instructions on adding the quoted scripts.
I have imported the 3ds model into MED and assigned the skins. skin1 for diffuse texture and skin2 for normal map.

Re: normal map shader [Re: sgv3dmax] #136795
06/22/07 07:58
06/22/07 07:58
Joined: Mar 2007
Posts: 776
Poor village - Poland ;)
tompo Offline
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tompo  Offline
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Posts: 776
Poor village - Poland ;)
at the top of your main script add:
include <NM.wdl>;
(be sure that all files from guitar's zip you have in your working folder, or subfolder if you have created path to it)

then in entity's action write:
my.material = mat_nm;

end of story
BTW play with emissive in texture's setup if model will be to dark
Good Luck


Never say never.
Re: normal map shader [Re: tompo] #136796
06/23/07 07:16
06/23/07 07:16
Joined: Apr 2007
Posts: 24
Earth-Asia-India-TNadu-Chennai
sgv3dmax Offline OP
Newbie
sgv3dmax  Offline OP
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Joined: Apr 2007
Posts: 24
Earth-Asia-India-TNadu-Chennai
Quote:

at the top of your main script add:
include <NM.wdl>;
(be sure that all files from guitar's zip you have in your working folder, or subfolder if you have created path to it)

then in entity's action write:
my.material = mat_nm;






I included <NM.wdl> in the main script, copied guitar's files to the working folder. You mentioned about entity's action. Is this the model which i have applied normal map to? If so, where should i add the script my.material = mat.nm; ? Excuse me for my poor scripting knowledge.

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