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Re: A Bumpmap Demo [Re: Blattsalat] #35954
11/10/04 13:26
11/10/04 13:26
Joined: Jan 2002
Posts: 1,276
trapped in a paper bag
Drew Offline
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Drew  Offline
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Posts: 1,276
trapped in a paper bag
theres a normal mapped crate with env map in my normal mapping (dx9.1) tutorial... doesn't matter to me if its just a tech demo, we get the point
I'm REALLY looking forward to this, its the cornerstone of my game art... Thanks!


Drew Medina
Game Developer (Artist)
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Re: A Bumpmap Demo [Re: Drew] #35955
11/10/04 15:19
11/10/04 15:19
Joined: Aug 2004
Posts: 9
L
Limbi Offline
Newbie
Limbi  Offline
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L

Joined: Aug 2004
Posts: 9
How to apply normal map to model or wall?

Re: A Bumpmap Demo [Re: Limbi] #35956
11/10/04 19:22
11/10/04 19:22
Joined: Mar 2002
Posts: 492
Tirana/Albania
fuxerz Offline
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fuxerz  Offline
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Posts: 492
Tirana/Albania
what can i say....impressive.!
release the code as soon as you can pleease

Re: A Bumpmap Demo [Re: fuxerz] #35957
11/11/04 05:42
11/11/04 05:42
Joined: Mar 2001
Posts: 3,298
Beverly, Massachusetts
Rhuarc Offline
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Rhuarc  Offline
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Posts: 3,298
Beverly, Massachusetts
Lol, you beat me to it- I just got a working version with light sources (I had to go to ASM because of some HLSL limits I didn't want to deal with). Mine still is rather buggy though, perhaps I'll get it working properly soon and release a version that works fully as well .

-Rhuarc


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Re: A Bumpmap Demo [Re: Rhuarc] #35958
11/11/04 21:18
11/11/04 21:18
Joined: Dec 2003
Posts: 1,097
Maryland, USA
Steempipe Offline OP
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Steempipe  Offline OP
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Maryland, USA
Mine is buggy, too. Alot of variables are hard coded in there right now.

Here's a small shot of current progress. The (2) light colors represent (2) light sources placed in the level. I am beating my head working on distance and attenuation factors. It took the better part of last evening to figure out why the (2) lights did not blend on the model in a smooth manner. These are not moving, yet.



Crate Texture Credit: Jeff R. Frazer.

Re: A Bumpmap Demo [Re: Steempipe] #35959
11/12/04 03:41
11/12/04 03:41
Joined: Mar 2001
Posts: 3,298
Beverly, Massachusetts
Rhuarc Offline
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Rhuarc  Offline
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Posts: 3,298
Beverly, Massachusetts
For the blending, I'll have to look it up first, but you have to first lerp the colors, then normalize them if I remember right... Otherwise they blend as graytones instead of color blends.

-Rhuarc


I no longer post on these forums, keep in touch with me via:
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Re: A Bumpmap Demo [Re: Rhuarc] #35960
11/13/04 09:10
11/13/04 09:10
Joined: Mar 2001
Posts: 3,298
Beverly, Massachusetts
Rhuarc Offline
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Rhuarc  Offline
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Joined: Mar 2001
Posts: 3,298
Beverly, Massachusetts
Btw- this is what I have so far...

It works with a single point lightsource rather well, but working in ASM is giving me headaches- so I'm considering converting it back to HLSL (*shudder*) and crossing my fingers that it works and gets me past my last point in the HLSL from before (lol, talk about going the long way around ).

-Rhuarc


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Re: A Bumpmap Demo [Re: Rhuarc] #35961
11/13/04 09:19
11/13/04 09:19
Joined: Dec 2003
Posts: 1,097
Maryland, USA
Steempipe Offline OP
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Steempipe  Offline OP
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Joined: Dec 2003
Posts: 1,097
Maryland, USA
Looking pretty sweet.... Good work.

BTW: My issues were indeed solved with normalizing my light source vectors. Thanks.

Re: A Bumpmap Demo [Re: Steempipe] #35962
11/13/04 09:23
11/13/04 09:23
Joined: Mar 2001
Posts: 3,298
Beverly, Massachusetts
Rhuarc Offline
Expert
Rhuarc  Offline
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Joined: Mar 2001
Posts: 3,298
Beverly, Massachusetts
Good to hear .

EDIT: I got two sources now too- if you use two passes, you don't have to worry about the blending


-Rhuarc

Last edited by [Rhuarc]; 11/13/04 09:56.

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Re: A Bumpmap Demo [Re: Rhuarc] #35963
11/13/04 14:56
11/13/04 14:56
Joined: Sep 2004
Posts: 1,214
Austin, Texas
Josh_Arldt Offline
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Josh_Arldt  Offline
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Joined: Sep 2004
Posts: 1,214
Austin, Texas
Looks awsome Rhuarc.

It looks beautifull.

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