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Problem with Bump Map Shader - Engine unable to find normal map! #280522
07/23/09 06:43
07/23/09 06:43
Joined: Oct 2007
Posts: 306
Austria
A
Alan Offline OP
Senior Member
Alan  Offline OP
Senior Member
A

Joined: Oct 2007
Posts: 306
Austria
Hi,

I'm using 3DGS 7.77 Commercial and I just wanted to try out the standard bump map shader. I followed the instructions given by the manual (http://manual.conitec.net/WED_shaderguide.htm), built the level and tried to run it. However, I get the error message

#DEFAULT normal or hight map missing

I already checked that. I've created a WAD containing two textures: "tex1.bmp" and "tex1_n.bmp". So, according to the information given by the manual, "tex1_n.bmp" should be used as the normal map. But obviously there must be a mistake somewhere. The WAD is saved in the same directory as the level and the level script so this shouldn't cause any trouble.. Any Ideas?

Alan

Last edited by Alan; 07/23/09 06:49.
Re: Problem with Bump Map Shader [Re: Alan] #280524
07/23/09 06:50
07/23/09 06:50
Joined: May 2009
Posts: 258
Chicago
J
Jaeger Offline
Member
Jaeger  Offline
Member
J

Joined: May 2009
Posts: 258
Chicago
Is it a real normal map? Or is it some sort of heightmap or regular texture?

I would just make a user-defined material in my code, and use the entskin parameter to do it. Very simple.

Last edited by Jaeger; 07/23/09 06:51.
Re: Problem with Bump Map Shader [Re: Jaeger] #280526
07/23/09 07:00
07/23/09 07:00
Joined: Oct 2007
Posts: 306
Austria
A
Alan Offline OP
Senior Member
Alan  Offline OP
Senior Member
A

Joined: Oct 2007
Posts: 306
Austria
I used the images from the manual, so it should be a "real" normal map in that sense. Other users reported to me that the example from the manual works perfectly fine on their machine.
Can you give me an example of what your code would look like? By the way I'm trying to attach the bump map shader to a level block in WED. Now I tried to create a simple model in MED which has its texture in the first skin set and the normal map in the second skin set. Then I imported this model into WED and assigned the bumpfx-material to it. The error message changes:

Skin1 normal or hight map missing

... but the result is the same. No bump mapping what-so-ever. Even worse: The colors of the normal map in the second skin set are being mixed with the object's texture in the first skin set!

Last edited by Alan; 07/23/09 07:23.
Re: Problem with Bump Map Shader [Re: Alan] #280638
07/23/09 17:44
07/23/09 17:44
Joined: Oct 2007
Posts: 306
Austria
A
Alan Offline OP
Senior Member
Alan  Offline OP
Senior Member
A

Joined: Oct 2007
Posts: 306
Austria
I solved the problem.... somehow. I just tried to use the block-model which is also used by the "shadertest"-program that comes with 3DGS7. Imported it in my level, built, ran it and... it worked! So far so good. I took a closer look at the model in MED. The only difference between that model and mine was the texture format: The texture image had 8bit and the NORMAL MAP had 24bit! I changed my two images according to that (mine hat 24bit both) and it worked! Weird really. Should be mentioned somewhere in the manual.

Re: Problem with Bump Map Shader [Re: Alan] #280651
07/23/09 18:01
07/23/09 18:01
Joined: May 2004
Posts: 1,510
Denmark
Claus_N Offline
Serious User
Claus_N  Offline
Serious User

Joined: May 2004
Posts: 1,510
Denmark
Quote:
#DEFAULT normal or hight map missing

Sounds like you had attached the shader to at least one surface with the "default" texture instead though smile

Re: Problem with Bump Map Shader [Re: Claus_N] #280783
07/24/09 08:38
07/24/09 08:38
Joined: Oct 2007
Posts: 306
Austria
A
Alan Offline OP
Senior Member
Alan  Offline OP
Senior Member
A

Joined: Oct 2007
Posts: 306
Austria
hm... No I didn't... at least: not on purpose... I'll check that again! Thank you.


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