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Re: Normal-Mapping Shader (The Best @ vsps2.0)
[Re: xXxGuitar511]
#120801
05/03/07 21:30
05/03/07 21:30
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Joined: Feb 2007
Posts: 46 United Kingdom
marcwakefield
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Joined: Feb 2007
Posts: 46
United Kingdom
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Thank you for this Shader it is truly amazing and exactly what I was looking for. You can see how I used it below. I created both models in Hexagon as well as the textures, created the UV Map with Roadkill and made the normal map with Xnormal. This was really just my first attempt using a normal map in a game engine but I am quite happy with the results. No normal map: http://www.marcwakefield.co.uk/plainzombie.jpgWith normal map: http://www.marcwakefield.co.uk/nmapzombie.jpgIf any one would like the Zombie, let me know and I will upload the mdl. Marc Wakefield
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Re: Normal-Mapping Shader (The Best @ vsps2.0)
[Re: marcwakefield]
#120802
05/03/07 22:46
05/03/07 22:46
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Joined: Mar 2006
Posts: 2,503 SC, United States
xXxGuitar511
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Posts: 2,503
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Looks Good...
I recommend you add an alpha channel to your normal map though. You can use it to addjust the specularity (glossyness)...
xXxGuitar511 - Programmer
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Re: Normal-Mapping Shader (The Best @ vsps2.0)
[Re: Metal_Man]
#120804
05/04/07 03:11
05/04/07 03:11
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Joined: Mar 2006
Posts: 2,503 SC, United States
xXxGuitar511
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Hmm... not sure. Can you tell if this is an acknex error, or a directx error?
Make sure you only inlcude <NM.wdl>; into your main script. Include <NM.fx>; will mess everything up...
Also, do you know if your graphics card supports VSPS 2.0 ?
xXxGuitar511 - Programmer
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Re: Normal-Mapping Shader (The Best @ vsps2.0)
[Re: Metal_Man]
#120806
05/04/07 04:31
05/04/07 04:31
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Joined: Mar 2006
Posts: 2,503 SC, United States
xXxGuitar511
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when your game runs, have it tell you what d3d_shaderversion is.
the first two digits are the pixel shader version, and the second two digits are the pixel shader version...
Shaders are designed to work with static lights. This one allows static lighting to be "faked" if you do the following steps: - open the [properties] tab in WED - go under scripts - right click on NM.wdl, and go to [customize] From here you can adjust the settings for the shader. - Ambience: for brightening the model with static lights - Faked Dyn: For faking dynamic lighting - Both can be used to get a very good effect with static lights...
xXxGuitar511 - Programmer
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Re: Normal-Mapping Shader (The Best @ vsps2.0)
[Re: bstudio]
#120808
05/04/07 07:38
05/04/07 07:38
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Joined: Sep 2005
Posts: 159 The Netherlands
Dutchie666
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Posts: 159
The Netherlands
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Quote:
I recommend you add an alpha channel to your normal map though. You can use it to addjust the specularity (glossyness)...
thats a yes until i read that i did not plan to use this shader, but now i really wil. thank you guitar!
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Re: Normal-Mapping Shader (The Best @ vsps2.0)
[Re: Dutchie666]
#120809
05/04/07 13:17
05/04/07 13:17
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Joined: Mar 2006
Posts: 2,503 SC, United States
xXxGuitar511
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I've still got to make another update. Maybe this time I'll create some documentation The next update will feature: - use the [materials power] or [models albedo] value for adjusting overall specularity. Not sure which one I should use... - two skills for adjusting the ambience of light and shadows...
xXxGuitar511 - Programmer
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