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Normal Mapping Question #45000
04/29/05 09:26
04/29/05 09:26
Joined: Apr 2005
Posts: 23
C
CWDavis Offline OP
Newbie
CWDavis  Offline OP
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Joined: Apr 2005
Posts: 23
I think this owuld be a Normal Mapping question, but not entirely sure.

I would like my models to have per pixel lighting, for example, light shining from the right side on lights right side of given model, while left side is still shaded.

Is this normal mapping?

Also, I am using 3DGS Extra edition, which does not support shaders. Is there any way to accomplish this with the version I am using, or must I upgrade?

Thanks, Clay out...

Re: Normal Mapping Question [Re: CWDavis] #45001
04/29/05 15:44
04/29/05 15:44
Joined: Oct 2003
Posts: 4,131
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Matt_Aufderheide Offline
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Matt_Aufderheide  Offline
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Joined: Oct 2003
Posts: 4,131
the way you describe it, no this isnt normalmapping, its simply vertex lighting which is standard in A6 in any edition..

Re: Normal Mapping Question [Re: Matt_Aufderheide] #45002
04/30/05 03:22
04/30/05 03:22
Joined: Apr 2005
Posts: 23
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CWDavis Offline OP
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CWDavis  Offline OP
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Joined: Apr 2005
Posts: 23
Then how would I let the engine know to use per pixel lighting?

Currently, when I have a model move into a light source, the entire model is shaded to the same light level.

Thanks, Clay...

Re: Normal Mapping Question [Re: CWDavis] #45003
04/30/05 07:51
04/30/05 07:51
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Posts: 4,131
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Matt_Aufderheide Offline
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Matt_Aufderheide  Offline
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Joined: Oct 2003
Posts: 4,131
you dont need to do normal mapping to have decent shading, you just need the standard dynamic lighting. First make sure you have included material.wdl in your project.

If you are using the static lights from WED, then the model will only be shaded basically.. you need to also place dynamic lights on the areas where you want good lighting to come from. Dynamic lights are hardware lights that shade the model more realistically. There can only be 8 of them visible at one time, so you need to place them somewhat apart from each other, and then do a function where they turn off if further than a given distance from the camera.

make an action like this:
action dynamic_light_object
{
my.invisible=on;
my.passable=on;
while(1)
{
if ( vec_dist(my.x,camera.x)< 1000
{
my.lightrange=300;
my.red=255;
my.green=128;
my.blue=200;
}

else
{
my.lightrange=0;
}

wait(1);
}

now you have this action, make a simple cube model and place it WED, then attach it to this action. Then place these models on the same spot as your static WED lights. Then maybe dim down the WED lights a bit so it isn't too bright. You will have much more satisfying lighting effects. Combine with stencil shadows and the my.cast=on flag, you can have nice results.

If however, you still decide you want per-pixel lighting and normal mapping, then you must use my Ultimate Lighting shader pack.. just search for that on the forum and you will find it.




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