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normal + height + spec + color #255214
03/08/09 20:42
03/08/09 20:42
Joined: Jan 2004
Posts: 2,062
Hamburg, Germany
slacer Offline OP
Expert
slacer  Offline OP
Expert

Joined: Jan 2004
Posts: 2,062
Hamburg, Germany
Long time ago, I bought a scifi models pack from dexsoft.
I used them to toy around a bit smile

The mdl file contains a single skin which contains the color.
There are 3 additional files for
- height
- spec
- normal

Is there a single shader available which supports to use all 4 maps?

If I create my own models, should I go the same way if I want to sell them? What is the best combination for users who don't want to code at all?

more questions:

If I have a flat table and a hightmap which "extrudes" a block in the middle of the table - what will be shown at the sides of this extrusion? Or am I missing something? Is the height map just for shadows?

-- slacer

Re: normal + height + spec + color [Re: slacer] #255242
03/09/09 04:41
03/09/09 04:41
Joined: Nov 2004
Posts: 55
Michigan
S
splashmaker Offline
Junior Member
splashmaker  Offline
Junior Member
S

Joined: Nov 2004
Posts: 55
Michigan
The heightmap is used for parallax mapping. This gives the illusion of bumps potruding in/out of the mesh and overlapping each other at about a 45 degree angle, but once you look at it at more than 80 degrees or so it is flat.
Nvidia also has a shader that looks even better than parallax but runs slower and bumps outside of the rendered mesh are clipped off. Both of these can't make the bumps extrude beyond the polygons that are rendered.

At the moment I could not find a parallax mapping shader that supports specular maps, but it should be simple to change the shader to support it.
There are normalmapping shaders on the wiki that support specular maps in the alpha channels of the normalmap. If you have the specular map in a different file you would need to put it in the alpha channel of the normalmap.

Re: normal + height + spec + color [Re: splashmaker] #255246
03/09/09 06:38
03/09/09 06:38
Joined: Jan 2004
Posts: 2,062
Hamburg, Germany
slacer Offline OP
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slacer  Offline OP
Expert

Joined: Jan 2004
Posts: 2,062
Hamburg, Germany
Hi splashmaker,

I was always unsure why there is an alpha channel in the colormap inside the mdl file, because I had to use a simple shader to get rid of the transparency of all those models.

Your posting makes that more clear to me.
Thank you smile

Re: normal + height + spec + color [Re: slacer] #255321
03/09/09 15:10
03/09/09 15:10
Joined: May 2005
Posts: 2,713
Lübeck
Slin Offline
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Slin  Offline
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Joined: May 2005
Posts: 2,713
Lübeck

Re: normal + height + spec + color [Re: Slin] #255332
03/09/09 16:50
03/09/09 16:50
Joined: Jul 2005
Posts: 1,930
Austria
Dark_samurai Offline
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Dark_samurai  Offline
Serious User

Joined: Jul 2005
Posts: 1,930
Austria
The shaders from the standard shader lib support all of those.

Interesting for you: fx_specBump and fx_specParallax

Here you can find all infos about those shaders: http://manual.3dgamestudio.net/beta.htm


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Re: normal + height + spec + color [Re: Slin] #255366
03/09/09 22:18
03/09/09 22:18
Joined: Sep 2008
Posts: 37
I
Invader Offline
Newbie
Invader  Offline
Newbie
I

Joined: Sep 2008
Posts: 37
Originally Posted By: Slin

Warum spinnt dein Reliefmapping Shader wenn man näher hingeht? Die Textur bewegt sich einfach als wenn sie ein Laufband wäre.


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