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shade-c evo normalmapping #440088
04/17/14 20:04
04/17/14 20:04
Joined: Feb 2010
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How does normalmapping work with shade-c evo?
There is a finished fx you can choose from "mtl_levelDefaultNM".
I was just wondering, how to actually use it.

PS: I already created the NM for each texture, which is being used in my level.

Greetings Random



Re: shade-c evo normalmapping [Re: Random] #440089
04/17/14 21:14
04/17/14 21:14
Joined: Oct 2004
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Lgh
rojart Offline
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mtl_levelDefaultNM is designed for blocks or you mean mdl's?

Check the examples in shade-c evo folder.


Regards, Robert

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Re: shade-c evo normalmapping [Re: rojart] #440090
04/17/14 21:20
04/17/14 21:20
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mtl_levelDefaultNM is designed for blocks.
Therefor I can`t pinpoint the script which defines the normelmapping..



Re: shade-c evo normalmapping [Re: Random] #440092
04/17/14 21:36
04/17/14 21:36
Joined: Oct 2004
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Lgh
rojart Offline
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Make sure your Blocks are selected.
Properties > Material > Choose Material > mtl_levelDefaultNM


Regards, Robert

Quote
Everything should be made as simple as possible, but not one bit simpler.
by Albert Einstein

PhysX Preview of Cloth, Fluid and Soft Body

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Re: shade-c evo normalmapping [Re: rojart] #440093
04/17/14 21:58
04/17/14 21:58
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That is not what I meant...
I specifically created normalmaps for the textures I am using.
I am not sure how to add my normalmapping to the diffuse (colored) texture.


diffuse:


normal mapping:

Last edited by Random; 04/17/14 22:02.


Re: shade-c evo normalmapping [Re: Random] #440094
04/17/14 22:16
04/17/14 22:16
Joined: Oct 2004
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Lgh
rojart Offline
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Lgh
Your normal texture name should have the same name from diffuse and ends with "_n" eg. color.dds color_n.dds in your WAD Textures file.


Regards, Robert

Quote
Everything should be made as simple as possible, but not one bit simpler.
by Albert Einstein

PhysX Preview of Cloth, Fluid and Soft Body

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Re: shade-c evo normalmapping [Re: rojart] #440095
04/17/14 22:35
04/17/14 22:35
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It works!
Thank you!



Re: shade-c evo normalmapping [Re: Random] #440096
04/17/14 23:04
04/17/14 23:04
Joined: Apr 2005
Posts: 1,988
Canadian, Eh
DLively Offline
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Sorry, I need to borrow your thread -> What about MDLS? which fx file should I use then cause that explains why that fx file was no good to me for what I was trying to do..


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Re: shade-c evo normalmapping [Re: Random] #440100
04/17/14 23:32
04/17/14 23:32
Joined: Oct 2004
Posts: 900
Lgh
rojart Offline
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Lgh
I'm glad i was able to help.

Dont't forget that the specular map should be in the alpha of normal map.

And tweak the code below for your blocks:

Code:
#define SKIN_ALBEDO (skin1.xyz) //diffusemap
#define SKIN_NORMAL (skin2.xyz) //normalmap
#define SKIN_GLOSS (skin2.w) //glossmap
#define NORMALMAPPING //do normalmapping?
#define BUMPSTRENGTH 10 //strength of normalmapping
//#define GLOSSMAP //entity has glossmap?
#define GLOSSSTRENGTH 10 //glossmap channel will be set to this value if GLOSSMAP is not defined

#include <scHeaderObject>

#define CUSTOM_VS_EXTEND

vsOut Custom_VS_Extend(vsIn In, vsOut Out)
{
	Out.Tangent = Out.Tangent*BUMPSTRENGTH;
	Out.Binormal = Out.Binormal*BUMPSTRENGTH;
	Out.Normal *= 3;
	
	return Out;
}

#include <scObject>



You get something like this:


Last edited by rojart; 04/18/14 00:05. Reason: skin3 to skin2

Regards, Robert

Quote
Everything should be made as simple as possible, but not one bit simpler.
by Albert Einstein

PhysX Preview of Cloth, Fluid and Soft Body

A8.47.1P
Re: shade-c evo normalmapping [Re: DLively] #440102
04/17/14 23:53
04/17/14 23:53
Joined: Feb 2010
Posts: 886
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I just tryed the trick with models. Does not work.
Now we know how to normalmap levelblock, but how do you normalmap models?



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