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Re: Normal Maps?
[Re: Drew]
#29624
06/29/04 20:57
06/29/04 20:57
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Anonymous
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Anonymous
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woah - this is going over my head.
Am I right in thinking that, if I generate normal maps for my model, in the ways previously suggested, I can then just import the model into A6 - and then it will have the normal maps? Or do I have to do something with it (assign a shader or something) once in A6?
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Re: Normal Maps?
[Re: Dan Silverman]
#29627
06/29/04 23:49
06/29/04 23:49
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Anonymous
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Anonymous
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Hmm - somehow I think I'll wait until I'm a bit more confortable with C-Script then.
Thanks for the advice though - as a beginner I find many of these concepts very interesting but way out of my reach.
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Re: Normal Maps?
[Re: LoneWolf]
#29631
06/30/04 01:53
06/30/04 01:53
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Joined: Oct 2003
Posts: 1,258 Virginia, USA
qwerty823
Senior Developer
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Senior Developer
Joined: Oct 2003
Posts: 1,258
Virginia, USA
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Since you brought this up, and I have done something along those lines, I guess its time i posted this. Using Melody to create a normal map, I took a 3ds model from RenderMonkey that was 63k polies, and reduced it to around 3k polies. I created a normal map from the 63k poly version and applied it to the 3k one. The skins for this model are a solid gray skin for skin 1, and the normal map for skin2. I then used a shader from this forum called mat_diffuseperpixel (not the best one for it, but a pretty good start). Here is the screenshot of the model with no normal map: and here it is with the normal map applied: Now its far from perfect, but should give you some idea of whats capable. You cant really tell from the screenshots, but when the model rotates, you can see how the lighting is affected by the per pixel normals. There are still some issues to work out, but it just goes to show that the A6 engine is more then capable of doing this. Its just a matter of the shader experts to come up with the best way to make this happen.
Never argue with an idiot. They drag you down to their level then beat you with experience
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Re: Normal Maps?
[Re: LoneWolf]
#29632
06/30/04 11:03
06/30/04 11:03
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Joined: Oct 2003
Posts: 4,131
Matt_Aufderheide
Expert
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Expert
Joined: Oct 2003
Posts: 4,131
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Quote:
Would it be possible to enhance med and the mdl file format so that it can hold the normal mapped image. Then gamestudio checks the model has a normal map and automatically applys the shader? Or if you give the entity the shader in your game then the shader could access the normal map straight out of the mdl file?
this is already possible. in MED just add more skins.. they can all be acessed by the shader using entSkin1-4. then you just apply the shader material like any other material to an entity. the shader will know what textures to use.. this is in fact the best way to do things
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Re: Normal Maps?
[Re: qwerty823]
#29633
06/30/04 16:08
06/30/04 16:08
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Joined: Oct 2002
Posts: 8,939 planet.earth
ello
Senior Expert
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Senior Expert
Joined: Oct 2002
Posts: 8,939
planet.earth
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In Antwort auf:
Since you brought this up, and I have done something along those lines, I guess its time i posted this.
Using Melody to create a normal map, I took a 3ds model from RenderMonkey that was 63k polies, and reduced it to around 3k polies. I created a normal map from the 63k poly version and applied it to the 3k one. The skins for this model are a solid gray skin for skin 1, and the normal map for skin2. I then used a shader from this forum called mat_diffuseperpixel (not the best one for it, but a pretty good start).
hmm, could it be, that your normal map has to be inverted. seems that it uses the lightdirection mirrored , or that you need to change something in the shader.
what program are you talking about? i did a search on "melody" but got no usable results *you know why*
can you provide a link or something?
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