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Reflection Mapping? #34901
10/14/04 11:38
10/14/04 11:38
Joined: Dec 2003
Posts: 1,220
Just down the road from Raven
BlueBeast Offline OP
Serious User
BlueBeast  Offline OP
Serious User

Joined: Dec 2003
Posts: 1,220
Just down the road from Raven


While looking through the textures in Bloodrayne and Doom3, i noticed that another type skin texture is used for reflection maps. Darke colors less shiny and light colors more shiny....

Is this possible with Gamestudio? I've seen all the cool shaders on display , and though some look reflective, none are called that, though ive seen descriptions of 'gloss maps'.

Is there a shader available to apply to a model that allows for a skin map to have varying degrees of reflectivity?

Also what versions of Gamestudio etc are needed if possible?

THanks Bunches!

Jason


Gamestudio Pro 6.4
Pentium 4 3.0 GHz 800MHz BUS
AtiRadeon 9800 pro 256Mb 21" Monitor
1 Gig DDR RAM
36 Gig RAPTOR SATA+ 120 Gig SATA
SB Audigy 2 w/ 450 watt Logitech Z680 5.1

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Re: Reflection Mapping? [Re: BlueBeast] #34902
10/14/04 12:00
10/14/04 12:00
Joined: Jun 2004
Posts: 241
muralist Offline
Member
muralist  Offline
Member

Joined: Jun 2004
Posts: 241

Re: Reflection Mapping? [Re: muralist] #34903
10/14/04 14:19
10/14/04 14:19
Joined: Dec 2003
Posts: 1,220
Just down the road from Raven
BlueBeast Offline OP
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BlueBeast  Offline OP
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Joined: Dec 2003
Posts: 1,220
Just down the road from Raven


Yea thats one of the pages I saw, It's not quite what i'm looking for... i don't want the entire surface reflective... human models may have a 'flat' skin and may be wearing 'reflective' or shiny clothing.... make sure to read my post carefully cuz I think i wrote in there what i mean... but thanks for replying tho!

Jason


Gamestudio Pro 6.4
Pentium 4 3.0 GHz 800MHz BUS
AtiRadeon 9800 pro 256Mb 21" Monitor
1 Gig DDR RAM
36 Gig RAPTOR SATA+ 120 Gig SATA
SB Audigy 2 w/ 450 watt Logitech Z680 5.1

www.nordicepitaph.com
Re: Reflection Mapping? [Re: BlueBeast] #34904
10/14/04 16:08
10/14/04 16:08
Joined: Jul 2004
Posts: 51
TX
Evil_Level_Designer Offline
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Evil_Level_Designer  Offline
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Joined: Jul 2004
Posts: 51
TX
How is this essential to a game ?
GameStudio IS NOT the Doom 3 engine , or the bloodrayne engine . As for if it's possible , everything is possible one way or another , in case there isnt any sane way of going about it you could always make the 2 or more objects diff models and animate them then connect via script . Though for something as unimportant as this , a good character skin is the best way to go, as is done in MOST games. When you look at GameStudio , dont wonder if you can pull of Doom 3 with it , YOU CANT , think of it more like a Q3 equivalent with shaders , not bad at all for the price tag if you ask me. BTW , the reason i may sound blunt is the fact that a lot of the shaders (like the one in the link posted) will kill your fps and aren't alwayz the best way to go about things. Bump Mapping and Normals Mapping are supported though , and to me , thats about as good as it gets.

Re: Reflection Mapping? [Re: BlueBeast] #34905
10/15/04 05:02
10/15/04 05:02
Joined: Jun 2001
Posts: 385
Eastern Washington State
Z
Zio Offline
Senior Member
Zio  Offline
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Z

Joined: Jun 2001
Posts: 385
Eastern Washington State
Quote:



Yea thats one of the pages I saw, It's not quite what i'm looking for... i don't want the entire surface reflective... human models may have a 'flat' skin and may be wearing 'reflective' or shiny clothing.... make sure to read my post carefully cuz I think i wrote in there what i mean... but thanks for replying tho!

Jason




How is it not exactly what you're looking for? That shader allows you to make an alpha map 'mask', to control what areas of a model are reflective and what aren't. It seems to be exactly what you described.

Re: Reflection Mapping? [Re: Zio] #34906
10/15/04 05:32
10/15/04 05:32
Joined: Oct 2003
Posts: 4,131
M
Matt_Aufderheide Offline
Expert
Matt_Aufderheide  Offline
Expert
M

Joined: Oct 2003
Posts: 4,131
This can ceratinly be done in a shader. Just use the alp[ha channel of the color map to blend in the environent map.

Re: Reflection Mapping? [Re: Matt_Aufderheide] #34907
10/15/04 06:18
10/15/04 06:18
Joined: Mar 2001
Posts: 3,298
Beverly, Massachusetts
Rhuarc Offline
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Rhuarc  Offline
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Joined: Mar 2001
Posts: 3,298
Beverly, Massachusetts
The shader code on the WIKI supports targeted environment mapping by using alpha channels...

-Rhuarc


I no longer post on these forums, keep in touch with me via:
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Re: Reflection Mapping? [Re: Rhuarc] #34908
10/15/04 06:31
10/15/04 06:31
Joined: Oct 2004
Posts: 1,856
TheExpert Offline
Senior Developer
TheExpert  Offline
Senior Developer

Joined: Oct 2004
Posts: 1,856
I enterily agree with you Evil_Level_Desiner :
the shaders are not the essence of a game :
if you are poor at modeling , texturing and level design :
Shaders won't help you !

Doom 3 without shaders would be a beautifull game also that not lot of people
could do with 3DS in terms of modeling skills ans texturing for levels
and models !

some shots to show you
very low models with great textures are beautifull when you are skilled :
http://spellforce.jowood.com/screenshot.php?lang=en&ss=24
http://spellforce.jowood.com/screenshot.php?lang=en&ss=45
http://spellforce.jowood.com/screenshot.php?lang=en&ss=32


But i also like shaders on my radeon 9800 XT !
(i hope to see a parallax bump shaders one day done with 3DGS)

Re: Reflection Mapping? [Re: TheExpert] #34909
10/15/04 06:51
10/15/04 06:51
Joined: Dec 2003
Posts: 1,220
Just down the road from Raven
BlueBeast Offline OP
Serious User
BlueBeast  Offline OP
Serious User

Joined: Dec 2003
Posts: 1,220
Just down the road from Raven
Jeeeezzzz get off my back, no wonder people ask me questions in chat rather than here, dear god.


To clarify, the pictures that were shown in the thread showed a reflective globe, I didn't gather enough information from that picture to assertain that you could blend mapping to have different levels of reflectivity on the same surface. I only thought it made the whole surface reflective. That was my error, you answered my question though i didn't realize it. Sorry for that.


As for the obvious, that this is not the Doom3 engine, well that was just unecessary. There is no doubt that a bad model won't look good with a shader, i'm just wondering why a person would assume that i'm trying to compensate for a bad model?

and finally, if shaders have so little importance, maybe you should look at the name of the thred this is in.... that was just a silly thing to say.

They have normal mapping and dynamic lights in Doom3 too... do you go to peoples questions about those topics and give them the 3rd degree saying this isn't the Doom3 engine?

Kinda silly to go into a topic called SHADERS and tell people that they don't need them ! What's the point of that?

But what I really ant to know is who the heck are you to say what's 'essential' to someone elses project? DirectX 9, normal mapping, dynamic lights.. are any of these 'essential'?? It depends, but not on YOUR opinion unless it's YOUR project.

I wanted to know if something could be done. It's been asked, and answered. Thanks to the helpers, (even if I misunderstood at first)

Jason


Gamestudio Pro 6.4
Pentium 4 3.0 GHz 800MHz BUS
AtiRadeon 9800 pro 256Mb 21" Monitor
1 Gig DDR RAM
36 Gig RAPTOR SATA+ 120 Gig SATA
SB Audigy 2 w/ 450 watt Logitech Z680 5.1

www.nordicepitaph.com
Re: Reflection Mapping? [Re: BlueBeast] #34910
10/15/04 09:29
10/15/04 09:29
Joined: Oct 2002
Posts: 815
NY USA
R
Red Ocktober Offline
Developer
Red Ocktober  Offline
Developer
R

Joined: Oct 2002
Posts: 815
NY USA
Quote:

if you are poor at modeling , texturing and level design :
Shaders won't help you !




actually... that's not quite true...


i've seen a plain textured model come to life with a lil dot3 bumpmapping...


as a matter of fact, i'm one of those hopeless, poor at texturing, people who welcome some of this stuff...


plain jane cube with not so exciting texture in Dark Basic


same cube in DB with a normal mapped shader applied


now, just between you and me, it don't take a 3D modeling god to see that the shadered cube takes on a new life as compared to the unshadered one...

nahhh... shaders are cool... they can indeed add to the essence of a game... and definitely can help the 3D modelling challenged like me in a lot of ways...

if you can't see that then you may as well close your eyes or disconnect your monitors and play...


'Beast, you keep posting whatever you feel is of interest on this topic, i'll be reading it... and you have my Thanks for helping me gain a bit more knowledge...

--Mike

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