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Re: stumped [Re: zefor] #36983
12/03/05 05:06
12/03/05 05:06
Joined: Mar 2002
Posts: 221
USA
zefor Offline
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zefor  Offline
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Joined: Mar 2002
Posts: 221
USA
Very black models(can make out texture though), Very bright terrain?? imported cheledont_0_mdl and he is black. works in demo though???

Last edited by zefor; 12/03/05 05:36.
Re: stumped [Re: zefor] #36984
12/03/05 10:32
12/03/05 10:32
Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
Pappenheimer Offline
Senior Expert
Pappenheimer  Offline
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Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
Would like to say that is Matt's problem, but your problem isn't easy to analyse via internet.

Be sure to make not too much steps at once! One step after another! Each step documented in your post.

First steps has to be: Start a level of Sphere! Without modifications! With all the conditions fullfilled mentioned in the Readme!

Does this work? Is everything as it should be?

Then start the other level!

Does this work? Is everything as it should be?

Change the parameter which changes from bump to parallex. And restart the level! Control each change by starting the changed level to see wether it makes a difference and which difference it makes!

In that way, change the level's models step by step, and don't do the next step before your step has been successful...

Not sure wether you needed these advices, but your last post was too short to help a helper!

Re: stumped [Re: zefor] #36985
12/03/05 10:58
12/03/05 10:58
Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
Pappenheimer Offline
Senior Expert
Pappenheimer  Offline
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Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
Quote:

Very black models(can make out texture though), Very bright terrain?? imported cheledont_0_mdl and he is black. works in demo though???




Just tried it within Sphere: Did you apply Sp_Model AND check Flag7?

Re: stumped [Re: Pappenheimer] #36986
12/03/05 13:41
12/03/05 13:41
Joined: Mar 2002
Posts: 221
USA
zefor Offline
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zefor  Offline
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Joined: Mar 2002
Posts: 221
USA
Yes, Flag 7, i can now see my models, just no normal mapping.
Docs say:
"skin2=normalmap with the parallax heightmap in the alpha channel."
I know a specular/gloss map is just a grayscale image in the alpha channel of the texture, what is a parallax heightmap, How do I impliment it? I know from trial and error it is not a grayscale normalmap in the alpha channel of the normal map

Learned how to do parallax heightmap, but still cannot see bumpmapping.??

Last edited by zefor; 12/03/05 14:48.
Re: stumped [Re: zefor] #36987
12/03/05 14:54
12/03/05 14:54
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
Flag7 is what you dont want, that will make sure there is no bumpmapping.

Question: is this an animated model? if so check flag8... if not check no flags.

Last edited by Matt_Aufderheide; 12/03/05 14:57.

Sphere Engine--the premier A6 graphics plugin.
Re: stumped [Re: Matt_Aufderheide] #36988
12/03/05 15:39
12/03/05 15:39
Joined: Mar 2002
Posts: 221
USA
zefor Offline
Member
zefor  Offline
Member

Joined: Mar 2002
Posts: 221
USA
models go black again even cheledont. i have to small models in my level assigned Sp_Dynamic_Light. I am testing on an inside level now, made out of models.

Re: stumped [Re: zefor] #36989
12/03/05 15:48
12/03/05 15:48
Joined: Mar 2002
Posts: 221
USA
zefor Offline
Member
zefor  Offline
Member

Joined: Mar 2002
Posts: 221
USA
i turned flag 7 off of 1 of the rocks in your island demo and it turned black too. i could see a texture but very dark. Of course the cheledont looks bumpmapped and awsome in the indoor level???????

Ok I imported one of the outdoor rocks into your indoor level and it was bumpmapped, looked pretty good too. Imported one of my models into the same level and ........wow, it worked. I guess you cant have bumpmapping on an outdoor level huh? Anyway I am still having problems with my own test level. When I make a room out of a box model, do I want to "flip" the model inside out in the model program, or make wall, floor and ceiling out of seperate models?
btw, it was cool to see my models working

Last edited by zefor; 12/03/05 15:59.
Re: stumped [Re: zefor] #36990
12/03/05 16:37
12/03/05 16:37
Joined: Mar 2002
Posts: 221
USA
zefor Offline
Member
zefor  Offline
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Joined: Mar 2002
Posts: 221
USA
I needed to use sp_light instead of sp_dynamic_light. what is the difference? sp_dynamic_light is not covered in the Sphere doc.

Re: stumped [Re: zefor] #36991
12/03/05 20:15
12/03/05 20:15
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
Sp_dynamic light is just a normal dynamic light, you need to use Sp_light for lighting effects.

Re: stumped [Re: Matt_Aufderheide] #36992
12/05/05 15:44
12/05/05 15:44
Joined: Mar 2002
Posts: 221
USA
zefor Offline
Member
zefor  Offline
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Joined: Mar 2002
Posts: 221
USA
There is something in the wiki under "shader hints" and it tells how to impliment sunlight. For bumpmapping in outdoor levels, which .fx would I add these few lines to?

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