Gamestudio Links
Zorro Links
Newest Posts
Data from CSV not parsed correctly
by dr_panther. 05/06/24 18:50
Help with plotting multiple ZigZag
by degenerate_762. 04/30/24 23:23
M1 Oversampling
by 11honza11. 04/30/24 08:16
AUM Magazine
Latest Screens
The Bible Game
A psychological thriller game
SHADOW (2014)
DEAD TASTE
Who's Online Now
1 registered members (AndrewAMD), 831 guests, and 5 spiders.
Key: Admin, Global Mod, Mod
Newest Members
firatv, wandaluciaia, Mega_Rod, EternallyCurious, howardR
19050 Registered Users
Previous Thread
Next Thread
Print Thread
Rating: 3
Page 21 of 24 1 2 19 20 21 22 23 24
Re: stumped [Re: zefor] #36973
11/28/05 20:43
11/28/05 20:43
Joined: Oct 2003
Posts: 4,131
M
Matt_Aufderheide Offline OP
Expert
Matt_Aufderheide  Offline OP
Expert
M

Joined: Oct 2003
Posts: 4,131
Im not sure why its not working , but it's not reccomended for level geometry anyway.. because it will be extremely slow, and have lighting errors. A6 level geometry is not meant for normal mapping/per pixel lighting.

Stick with making worlds out of models.


Sphere Engine--the premier A6 graphics plugin.
Re: stumped [Re: Matt_Aufderheide] #36974
11/28/05 21:24
11/28/05 21:24
Joined: Mar 2002
Posts: 221
USA
zefor Offline
Member
zefor  Offline
Member

Joined: Mar 2002
Posts: 221
USA
My model is black too, but maybe I am not setting it up right. Let me describe my process.
I texture a model in med. Export to bmp. Open bmap in photoshop. create new channel "Alpha1". select rgb image, copy, and paste over alpha image, which turns it grayscale. save as a .tga. import back into med and apply over original texture. Is that the correct procedure for preparing a model? If not then maybe that is my problem. I have never got bumpmapping, or any shaders to work on models.

Re: stumped [Re: zefor] #36975
11/28/05 22:40
11/28/05 22:40
Joined: Oct 2003
Posts: 4,131
M
Matt_Aufderheide Offline OP
Expert
Matt_Aufderheide  Offline OP
Expert
M

Joined: Oct 2003
Posts: 4,131
Well, that's a very basic way of doing that.. the alpha channel is for specular values.. meaning that you make the brightest areas the areas you want to have the most 'shine'. But you then need a normal map too, put that in skin2 in MED.

Then you have to have dynamic lights in your level.


Sphere Engine--the premier A6 graphics plugin.
Re: stumped [Re: Matt_Aufderheide] #36976
11/29/05 17:41
11/29/05 17:41
Joined: Mar 2002
Posts: 221
USA
zefor Offline
Member
zefor  Offline
Member

Joined: Mar 2002
Posts: 221
USA
This is probably stupid, but.... when you say skin2 in MED do you mean when you add another skin under the "veiw skins" tab and select "add after last skin" or is there actually a "skin2" checkbox somewhere that I just have not seen. Other wise I was just trying to add it to code like this:

bmap box = <box1.tga>;

material spec_bump_model //assaign all models this material in script
{
skin2 = box;
flags = tangent;
}

I still get a black model though . Also, do I need an alpha channel or can I just have a regular skin and a normal map? I tried this and saw no change to the model. Not black, but also no bumpmap.

Re: stumped [Re: zefor] #36977
11/29/05 18:39
11/29/05 18:39
Joined: Oct 2003
Posts: 4,131
M
Matt_Aufderheide Offline OP
Expert
Matt_Aufderheide  Offline OP
Expert
M

Joined: Oct 2003
Posts: 4,131
Quote:

when you say skin2 in MED do you mean when you add another skin under the "veiw skins" tab and select "add after last skin"




Yes this is what i mean .. you should have an alpha channel, because this controls the specular highlight intensity, with no alpha channel you will get no specular highlights. The normal map doesnt need an alpha channel.


Sphere Engine--the premier A6 graphics plugin.
Re: stumped [Re: Matt_Aufderheide] #36978
11/29/05 21:53
11/29/05 21:53
Joined: Mar 2002
Posts: 221
USA
zefor Offline
Member
zefor  Offline
Member

Joined: Mar 2002
Posts: 221
USA
My models are still black, but when I have no action assigned to them, they are the purple, blue normal map. Did I at least set my model up right or should I see the regular texture instead. Maybe its the way I am assigning the action. I have:

action Shader_NormalMap
{
my.material = spec_bump_model;
}

in the bottom of my game.wdl and I apply that action in wed. Is the action supposed to be somewhere else other than the bottom of the game.wdl? ( I appologize, I realize these are probably common sense questions, but I am getting desperate )

I want to Thank you for working me through this mat. THANK YOU. I think I may be getting close

Last edited by zefor; 11/29/05 22:08.
Re: stumped [Re: zefor] #36979
11/30/05 04:33
11/30/05 04:33
Joined: Oct 2003
Posts: 4,131
M
Matt_Aufderheide Offline OP
Expert
Matt_Aufderheide  Offline OP
Expert
M

Joined: Oct 2003
Posts: 4,131
Put color map w/alpha in skin 1, put normal map in skin 2. assing the material in the action. Also try putting this : my.frame+=1; in the action too. Set my flare=off; , and my transparent=off;

Make sure there is a dynamic light near the model.. with a color and lightrange set, and my.light=on;

If you cant get it work this way.. i dont know how to help you.. except you can biuy the SPhere Engine which can do all this automatically for you.


Sphere Engine--the premier A6 graphics plugin.
Re: stumped [Re: Matt_Aufderheide] #36980
12/02/05 12:47
12/02/05 12:47
Joined: Jun 2003
Posts: 1,017
Germany
T
Thomas_Nitschke Offline
Senior Developer
Thomas_Nitschke  Offline
Senior Developer
T

Joined: Jun 2003
Posts: 1,017
Germany
[/advertisement]

No, seriously - I think the following:
Antwort auf:

bmap box = <box1.tga>;

material spec_bump_model //assaign all models this material in script
{
skin2 = box;
flags = tangent;
}



gives you problems because this way, you assign a second skin to the material, not the model that uses the material. As far as I'm concerned, the shader needs the model to have the skin, not the material. Thus this is what you do, basically:
1. - Open your Model
2. - Open the skin editor
3. - Import you basic model skin (has to be TGA with alpha)
4. - Add a new skin
(Edit -> Add new skin just in case this is confusing...)
5. - Click
Next Skin and import your normalmap
6. - Save and have a try


Hope that helps!


Formerly known as The Matrix - ICQ 170408644 I've been here for much longer than most people think. So where's my "Expert" status?
Re: stumped [Re: Thomas_Nitschke] #36981
12/02/05 19:23
12/02/05 19:23
Joined: Mar 2002
Posts: 221
USA
zefor Offline
Member
zefor  Offline
Member

Joined: Mar 2002
Posts: 221
USA
I did that and models are still black. I downloaded the doom3 pack from au, models with normal maps, and they are also black. I must be doing something else wrong.

Re: stumped [Re: zefor] #36982
12/02/05 19:54
12/02/05 19:54
Joined: Mar 2002
Posts: 221
USA
zefor Offline
Member
zefor  Offline
Member

Joined: Mar 2002
Posts: 221
USA
Just bought sphere. Hope customer support is ready will I get a link to download in my email, or do you ship?

Last edited by zefor; 12/02/05 20:13.
Page 21 of 24 1 2 19 20 21 22 23 24

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