shade-c evo normalmapping

Posted By: Random

shade-c evo normalmapping - 04/17/14 20:04

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
Posted By: rojart

Re: shade-c evo normalmapping - 04/17/14 21:14

mtl_levelDefaultNM is designed for blocks or you mean mdl's?

Check the examples in shade-c evo folder.
Posted By: Random

Re: shade-c evo normalmapping - 04/17/14 21:20

mtl_levelDefaultNM is designed for blocks.
Therefor I can`t pinpoint the script which defines the normelmapping..
Posted By: rojart

Re: shade-c evo normalmapping - 04/17/14 21:36

Make sure your Blocks are selected.
Properties > Material > Choose Material > mtl_levelDefaultNM
Posted By: Random

Re: shade-c evo normalmapping - 04/17/14 21:58

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:
Posted By: rojart

Re: shade-c evo normalmapping - 04/17/14 22:16

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.
Posted By: Random

Re: shade-c evo normalmapping - 04/17/14 22:35

It works!
Thank you!
Posted By: DLively

Re: shade-c evo normalmapping - 04/17/14 23:04

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..
Posted By: rojart

Re: shade-c evo normalmapping - 04/17/14 23:32

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:

Posted By: Random

Re: shade-c evo normalmapping - 04/17/14 23:53

I just tryed the trick with models. Does not work.
Now we know how to normalmap levelblock, but how do you normalmap models?
Posted By: rojart

Re: shade-c evo normalmapping - 04/18/14 00:17

The same way, but your textures should be in your mdl files.
Skin1 > Diffuse
Skin2 > Normal + Specular on Alpha Channel
Skin3 > emissive mask if you need


Posted By: Random

Re: shade-c evo normalmapping - 04/18/14 00:20

Works to!
Thanks you very much!
Posted By: DLively

Re: shade-c evo normalmapping - 04/18/14 01:13

About to give it a 10th try ^_^
Posted By: DLively

Re: shade-c evo normalmapping - 04/18/14 04:07

GOT IT laugh
© 2024 lite-C Forums