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Re: perpixel ps2 - 7 lights!!!! [Re: Drew] #36933
12/30/04 16:19
12/30/04 16:19
Joined: Jul 2003
Posts: 893
Melbourne, Australia
Matt_Coles Offline

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Matt_Coles  Offline

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Posts: 893
Melbourne, Australia
Extremely nice work drew, what program did you use to make the normal maps again?

Re: perpixel ps2 - 7 lights!!!! [Re: Matt_Coles] #36934
12/30/04 16:27
12/30/04 16:27
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
used polybump, its a free normal tool that comes with the Farcry SDK... important thing is that it uses the same UVW set... its amazing the diffrence a true normal map makes as opposed to a converted texture map.


Drew Medina
Game Developer (Artist)
Personal & professional website
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My Blogspot
Re: perpixel ps2 - 7 lights!!!! [Re: Drew] #36935
12/30/04 22:56
12/30/04 22:56
Joined: Sep 2002
Posts: 8,177
Netherlands
PHeMoX Offline
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PHeMoX  Offline
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Joined: Sep 2002
Posts: 8,177
Netherlands
Yeah, also the photoshop plug-in somehow does weird with some textures I try to make a normal map for...
So I think I'll download the FarCry SDK (or is it included on the dvd?)

Cheers


PHeMoX, Innervision Software (c) 1995-2008

For more info visit: Innervision Software
Re: perpixel ps2 - 7 lights!!!! [Re: PHeMoX] #36936
12/31/04 05:00
12/31/04 05:00
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
polybump is part of the sdk download, its a max and maya plugin... you need a very highpoly model that is uvw mapped, create a low version (multires) and run them both through polybump... it can be a frustrating experience, it took my months to finally get it to work with minimal seams and shared UVW.


Drew Medina
Game Developer (Artist)
Personal & professional website
Deviant Art
My Blogspot
Re: perpixel ps2 - 7 lights!!!! [Re: Drew] #36937
12/31/04 05:40
12/31/04 05:40
Joined: Sep 2002
Posts: 8,177
Netherlands
PHeMoX Offline
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PHeMoX  Offline
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Joined: Sep 2002
Posts: 8,177
Netherlands
Mmmm, I doubt my version of 3d max works with it though, but I can't try it out now anyways...
How high poly should it be to have a notable effect? I heard some guys talking rather extreme; from 300.000 polys to 2600 or so...


PHeMoX, Innervision Software (c) 1995-2008

For more info visit: Innervision Software
Re: perpixel ps2 - 7 lights!!!! [Re: PHeMoX] #36938
01/12/05 19:02
01/12/05 19:02
Joined: Jul 2003
Posts: 893
Melbourne, Australia
Matt_Coles Offline

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Matt_Coles  Offline

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Joined: Jul 2003
Posts: 893
Melbourne, Australia
Going to wait until A6.4 is released with Octree as having some real bad frame rate problems with the sun (ATi 9800 pro's run with 1 fps) before I release the new code, also it's more of an editted shader pack now, looks real mean, especially with bloom. I'll just work on some new scripts and shaders whilst waiting for A6.4...



Matt Coles

Re: perpixel ps2 - 7 lights!!!! [Re: Matt_Coles] #36939
02/07/05 14:34
02/07/05 14:34
Joined: Oct 2003
Posts: 702
Z
zazang Offline
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zazang  Offline
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Z

Joined: Oct 2003
Posts: 702
Hi

I just tried the Normal mapping PS2.0 code on a level block and the code works awesome!
I'm running it on a Ati 9600 xt.

Great thanks to Matt,Drew,Steampipe and all others who built the code!!!

Btw here is one good link for normal mapping I found :-

http://www.monitorstudios.com/bcloward/tutorials_normal_maps1.html

zazang


I like good 'views' because they have no 'strings' attached..
Re: Ulitimate lighting shader pack v1.0 [Re: muralist] #36940
02/09/05 10:08
02/09/05 10:08
Joined: Jan 2002
Posts: 1,276
trapped in a paper bag
Drew Offline
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Drew  Offline
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Joined: Jan 2002
Posts: 1,276
trapped in a paper bag
Hey Matt or anyone else, 2 questions-

- How can I change the position of the highlite of the light pos object? Ive attached light code to my player but the reflection is offset...
- How can I use fog with this shader?

thanks!


Drew Medina
Game Developer (Artist)
Personal & professional website
Deviant Art
My Blogspot
Re: Ulitimate lighting shader pack v1.0 [Re: Drew] #36941
02/09/05 12:49
02/09/05 12:49
Joined: Jul 2003
Posts: 893
Melbourne, Australia
Matt_Coles Offline

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Matt_Coles  Offline

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Posts: 893
Melbourne, Australia
Fog should be easy to incorporate, what do you mean by highlight of the light_pos_object? As the position of the actual light? That depends on what object is casting it and where it is placed. Or the intensity of the highlight?

Re: Ulitimate lighting shader pack v1.0 [Re: Matt_Coles] #36942
02/09/05 19:32
02/09/05 19:32
Joined: Oct 2003
Posts: 4,131
M
Matt_Aufderheide Offline OP
Expert
Matt_Aufderheide  Offline OP
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M

Joined: Oct 2003
Posts: 4,131
The specular highlight is calculated in the standard way using the Blinn simplification..it based on the halfvector between the angle of light incidence and view position...theres no reason to move it around. The lighting should be correct from all angles.

Using fog is not difficult. just add this stuff to the first pass:
fist declare these at he beginning:
float4 vecViewPos;
float4 vecFog;

thi in the vs output struct:
float Fog : FOG;

then in the vertex shader:
float ofog = 1 - (distance(PosWorld, vecViewPos) - vecFog.x) * (vecFog.z);
Out.Fog = ofog;

now you must do the same thing for the otehr passes, except vertex shaders put this instead:
Out.Fog = 10000;
the resaon is you only want to calculate foging correctly one the first pass, the passes you make fog way way out so it is bascially disabled. Then you should get corect fog color. Just make sure you lights arent visible form a long way away.

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