Gamestudio Links
Zorro Links
Newest Posts
MT5 bridge not working on MT5 v. 5 build 4160
by EternallyCurious. 04/25/24 20:49
Data from CSV not parsed correctly
by EternallyCurious. 04/25/24 10:20
Trading Journey
by howardR. 04/24/24 20:04
M1 Oversampling
by Petra. 04/24/24 10:34
Zorro FIX plugin - Experimental
by flink. 04/21/24 07:12
Scripts not found
by juergen_wue. 04/20/24 18:51
zorro 64bit command line support
by 7th_zorro. 04/20/24 10:06
StartWeek not working as it should
by jcl. 04/20/24 08:38
AUM Magazine
Latest Screens
The Bible Game
A psychological thriller game
SHADOW (2014)
DEAD TASTE
Who's Online Now
1 registered members (AndrewAMD), 827 guests, and 6 spiders.
Key: Admin, Global Mod, Mod
Newest Members
Mega_Rod, EternallyCurious, howardR, 11honza11, ccorrea
19048 Registered Users
Previous Thread
Next Thread
Print Thread
Rate Thread
Page 1 of 2 1 2
new to shaders #59396
11/20/05 22:18
11/20/05 22:18
Joined: Mar 2002
Posts: 221
USA
zefor Offline OP
Member
zefor  Offline OP
Member

Joined: Mar 2002
Posts: 221
USA
Hello, I am new to shaders and am having trouble implimenting them. 1st question, do they only work with dynamic lights? So far I have accomplished a black rotating model and level geometry that looks unchanged. I cant figure out what I am doing wrong. I have A6 commercial and an ati radeon 9600. I have searched the forums and checked out the wiki. I need an "idiots" tutorial, I think. I tried fur from wiki and found a bumpmaping code on the forum. Any help would be great. Thank you.

Re: new to shaders [Re: zefor] #59397
11/21/05 20:58
11/21/05 20:58
Joined: Mar 2002
Posts: 221
USA
zefor Offline OP
Member
zefor  Offline OP
Member

Joined: Mar 2002
Posts: 221
USA
Here is what I have got so far. I am applying a texture to my level geometry ex: "brickwall". Set flag to flat. Extract texture from wad and save as "brickwall.tga" in my work folder. I use a ??heightmap?? i think it is called, and name it something like "heightbrick.tga" and save it to my work folder. I dont apply them to anything just save them in my work folder. Then I change the script to reflect the names of the "sprites" i have just saved to my folder. Then the amazing happens....NOTHING. Please, what am I doing wrong? I am trying to get a dot3bumpmapping shader to work.

Re: new to shaders [Re: zefor] #59398
11/22/05 00:53
11/22/05 00:53
Joined: Oct 2005
Posts: 528
Italy
M
Mondivirtuali Offline
User
Mondivirtuali  Offline
User
M

Joined: Oct 2005
Posts: 528
Italy
I need a shaders for dummies crash lesson too..

Re: new to shaders [Re: zefor] #59399
11/22/05 01:04
11/22/05 01:04
Joined: Dec 2003
Posts: 1,097
Maryland, USA
Steempipe Offline
Serious User
Steempipe  Offline
Serious User

Joined: Dec 2003
Posts: 1,097
Maryland, USA
Quote:

Here is what I have got so far. I am applying a texture to my level geometry ex: "brickwall". Set flag to flat. Extract texture from wad and save as "brickwall.tga" in my work folder. I use a ??heightmap?? i think it is called, and name it something like "heightbrick.tga" and save it to my work folder. I dont apply them to anything just save them in my work folder. Then I change the script to reflect the names of the "sprites" i have just saved to my folder. Then the amazing happens....NOTHING. Please, what am I doing wrong? I am trying to get a dot3bumpmapping shader to work.




Try following the instructions in the Tutorial I put in the Wiki. It is in the Tutorial section... For applying material effects to Level Geometry.

Re: new to shaders [Re: Steempipe] #59400
11/22/05 11:36
11/22/05 11:36
Joined: Oct 2003
Posts: 1,550
United Kingdom
indiGLOW Offline
Serious User
indiGLOW  Offline
Serious User

Joined: Oct 2003
Posts: 1,550
United Kingdom
Im also running into some problems with shaders, been a while since I was here and it seems I have forgotton most of what I knew, and that wasnt much I can tell you...

I have been through the tutorials on the wiki but I noticed this issue with Dx8 and Dx9 problems? More confusion for us simpletons...

Personally I need a normalmap shader that wil run on my Rad9800pro. I am working on the process for creating acurate tangent normal maps in 3D max and getting it into GS and I can tell you I am not having much luck... lots of black stuff....when it works.

While I appreciate the comments made by those who know here, tired of answering noob questions about how to use a shader.... There is clearly still grey areas and it's very hard to get up and running...

However in defence, I noticed that I was only displaying messages no older than a month and so was missing a lot of earlier tutorials and advice. I think a sticky post here with 'How to get up and running with shaders' would be a great idea, and maybe stop people like me asking stupid questions over and over again...

Edit:

This is the thread where I am looking at normal mapping techniques, Generating Normals with Max, just incase you feel like helping me out Steempipe

Last edited by indiGLOW; 11/22/05 11:40.

The Art of Conversation is dead : Discuss
Re: new to shaders [Re: indiGLOW] #59401
11/22/05 18:37
11/22/05 18:37
Joined: Dec 2003
Posts: 1,097
Maryland, USA
Steempipe Offline
Serious User
Steempipe  Offline
Serious User

Joined: Dec 2003
Posts: 1,097
Maryland, USA
Sure... seems like a good way I can spend the long holiday weekend that's coming up. I'll PM you when I need some info after I digest your linked post.

BTW: To a few (you know who you are ) other members... I'll be looking into your requests, too.

Re: new to shaders [Re: Steempipe] #59402
11/23/05 00:34
11/23/05 00:34
Joined: Oct 2003
Posts: 1,550
United Kingdom
indiGLOW Offline
Serious User
indiGLOW  Offline
Serious User

Joined: Oct 2003
Posts: 1,550
United Kingdom
My game plan is to merge both my recent texture baking experiments and biped animations to set up a fast way of generating new models for GS...

The plan being to bake both the diffuse and normal textures in max on the model, attach the model to the biped rig and pull in my premade animation files, then export and it should all be wonderful...lol

I will look out for your PM and finish the UV on this dude asap....




Please ignore the bad seam's on the highrez version I have'nt finished tying the vertex's together yet - I think I can bake most of the 14k poly model into the lowrez normal map so that shader would be mighty useful


The Art of Conversation is dead : Discuss
Re: new to shaders [Re: indiGLOW] #59403
11/23/05 14:34
11/23/05 14:34
Joined: Oct 2003
Posts: 1,550
United Kingdom
indiGLOW Offline
Serious User
indiGLOW  Offline
Serious User

Joined: Oct 2003
Posts: 1,550
United Kingdom
Sorry for high-jacking your post zefor
I have now started a new more appropriate thread Here


The Art of Conversation is dead : Discuss
Re: new to shaders [Re: indiGLOW] #59404
11/23/05 14:50
11/23/05 14:50
Joined: Mar 2002
Posts: 221
USA
zefor Offline OP
Member
zefor  Offline OP
Member

Joined: Mar 2002
Posts: 221
USA
Steempipe, in your tutorial it states:
It is assumed that you have a general knowledge of:
-Producing a Normalmap in exterior software

I do not. is there a tutorial for this somewhere? I have not found it. Tried "normalmap" in the search, but found nothing on how to make them with exterior software. Does anyone know where to point me to? Thanks.

NEVERMIND! found this webpage. http://www.snarkpit.net/editing.php?page=tutorials&game=HL2&id=186
it says something abouit compiling the two textures with vtex.exe. What is that? do i need it or do we do something different with the two textures in Gstudio?

Last edited by zefor; 11/23/05 15:47.
Re: new to shaders [Re: zefor] #59405
11/23/05 17:53
11/23/05 17:53
Joined: Dec 2003
Posts: 1,097
Maryland, USA
Steempipe Offline
Serious User
Steempipe  Offline
Serious User

Joined: Dec 2003
Posts: 1,097
Maryland, USA
Ignore the vtex stuff. That is not us.

Make your normalmap (Nvidia tools, ATI tools, Gimp plugin, whatever) and it will be the RGB components of the mtlskin1. No alpha work done in that particular shader tutorial.

Page 1 of 2 1 2

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