Gamestudio Links
Zorro Links
Newest Posts
Trading Journey
by M_D. 04/26/24 20:22
Help with plotting multiple ZigZag
by M_D. 04/26/24 20:03
Data from CSV not parsed correctly
by jcl. 04/26/24 11:18
M1 Oversampling
by jcl. 04/26/24 11:12
Why Zorro supports up to 72 cores?
by jcl. 04/26/24 11:09
Eigenwerbung
by jcl. 04/26/24 11:08
MT5 bridge not working on MT5 v. 5 build 4160
by EternallyCurious. 04/25/24 20:49
Zorro FIX plugin - Experimental
by flink. 04/21/24 07:12
AUM Magazine
Latest Screens
The Bible Game
A psychological thriller game
SHADOW (2014)
DEAD TASTE
Who's Online Now
1 registered members (AndrewAMD), 818 guests, and 5 spiders.
Key: Admin, Global Mod, Mod
Newest Members
wandaluciaia, Mega_Rod, EternallyCurious, howardR, 11honza11
19049 Registered Users
Previous Thread
Next Thread
Print Thread
Rate Thread
Page 3 of 5 1 2 3 4 5
Re: Normal Maps? [Re: Drew] #29624
06/29/04 20:57
06/29/04 20:57

A
Anonymous
Unregistered
Anonymous
Unregistered
A



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?

Re: Normal Maps? [Re: ] #29625
06/29/04 21:25
06/29/04 21:25
Joined: Oct 2002
Posts: 8,939
planet.earth
ello Offline
Senior Expert
ello  Offline
Senior Expert

Joined: Oct 2002
Posts: 8,939
planet.earth
of course you need a shader for this

Re: Normal Maps? [Re: ] #29626
06/29/04 21:40
06/29/04 21:40
Joined: Jul 2000
Posts: 11,321
Virginia, USA
Dan Silverman Offline OP
Senior Expert
Dan Silverman  Offline OP
Senior Expert

Joined: Jul 2000
Posts: 11,321
Virginia, USA
If you just bring in the model to A6 then that is all you get ... the low-poly mode. You then need to have a shader (or program a shader) for the normal map and then apply that to the model.


Professional 2D, 3D and Real-Time 3D Content Creation:
HyperGraph Studios
Re: Normal Maps? [Re: Dan Silverman] #29627
06/29/04 23:49
06/29/04 23:49

A
Anonymous
Unregistered
Anonymous
Unregistered
A



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.

Re: Normal Maps? [Re: Dan Silverman] #29628
06/29/04 23:51
06/29/04 23:51
Joined: Sep 2002
Posts: 8,177
Netherlands
PHeMoX Offline
Senior Expert
PHeMoX  Offline
Senior Expert

Joined: Sep 2002
Posts: 8,177
Netherlands
Although it's far from the same, as for the quality of the effect, I've used a similar method to make my skins more realistic..

In other words, I've used a high poly model with a 'normal quality' skin, and made screenshots from that high-poly model from different angles.. Applied those 'screenshot skins' to my low poly model, and now it has got way more detail than it would have with the usual skinning method... Especially the shadow parts and depth parts are really a lot better, other detail also depends on your own skin's quality of course.. Only problem is that it is quite time consuming to make things perfect.

@Drew which engine do you mean with unreal3's engine?

Cheers


PHeMoX, Innervision Software (c) 1995-2008

For more info visit: Innervision Software
Re: Normal Maps? [Re: ] #29629
06/30/04 01:39
06/30/04 01:39
Joined: Dec 2001
Posts: 941
England
LoneWolf Offline
Developer
LoneWolf  Offline
Developer

Joined: Dec 2001
Posts: 941
England
Im not at all good with shaders but this topic caught my eye and especially what Masked_Ouijaa said:


Quote:

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?




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?

Just thinking out loud i guess


Wolfpack Software (www.wolfpacksoftware.com) A catalyst in the evolution of games Available for paid work
Re: Normal Maps? [Re: LoneWolf] #29630
06/30/04 01:48
06/30/04 01:48
Joined: Aug 2000
Posts: 7,490
O
Orange Brat Offline

Senior Expert
Orange Brat  Offline

Senior Expert
O

Joined: Aug 2000
Posts: 7,490
There are improvements mentioned in forecast:

Quote:

Model Improvements (priority: medium)
Models can consist of several meshes with different textures and materials. External image files can be used for textures. Material definitions and shaders can be directly stored in the model.






My User Contributions master list - my initial post links are down but scroll down page to find list to active links
Re: Normal Maps? [Re: LoneWolf] #29631
06/30/04 01:53
06/30/04 01:53
Joined: Oct 2003
Posts: 1,258
Virginia, USA
qwerty823 Offline
Senior Developer
qwerty823  Offline
Senior Developer

Joined: Oct 2003
Posts: 1,258
Virginia, USA
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
Re: Normal Maps? [Re: LoneWolf] #29632
06/30/04 11:03
06/30/04 11:03
Joined: Oct 2003
Posts: 4,131
M
Matt_Aufderheide Offline
Expert
Matt_Aufderheide  Offline
Expert
M

Joined: Oct 2003
Posts: 4,131

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


Sphere Engine--the premier A6 graphics plugin.
Re: Normal Maps? [Re: qwerty823] #29633
06/30/04 16:08
06/30/04 16:08
Joined: Oct 2002
Posts: 8,939
planet.earth
ello Offline
Senior Expert
ello  Offline
Senior Expert

Joined: Oct 2002
Posts: 8,939
planet.earth
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?

Page 3 of 5 1 2 3 4 5

Moderated by  Blink, Hummel, Superku 

Gamestudio download | chip programmers | Zorro platform | shop | Data Protection Policy

oP group Germany GmbH | Birkenstr. 25-27 | 63549 Ronneburg / Germany | info (at) opgroup.de

Powered by UBB.threads™ PHP Forum Software 7.7.1