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Re: Normal-Mapping Shader (The Best @ vsps2.0) [Re: xXxGuitar511] #120721
04/01/07 21:51
04/01/07 21:51
Joined: Sep 2002
Posts: 8,177
Netherlands
PHeMoX Offline
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PHeMoX  Offline
Senior Expert

Joined: Sep 2002
Posts: 8,177
Netherlands
I see, well I think I'll simply turn all static lights into dynamic ones, I don't need that many anyways.

Cheers


PHeMoX, Innervision Software (c) 1995-2008

For more info visit: Innervision Software
Re: Normal-Mapping Shader (The Best @ vsps2.0) [Re: PHeMoX] #120722
04/01/07 22:45
04/01/07 22:45
Joined: Oct 2005
Posts: 4,771
Bay City, MI
lostclimate Offline
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lostclimate  Offline
Expert

Joined: Oct 2005
Posts: 4,771
Bay City, MI
well you could also read from the wmp file too, and when you go to publish you could easily just open the file and take out all the information but the lighting info, it should be pretty easy.

Re: Normal-Mapping Shader (The Best @ vsps2.0) [Re: lostclimate] #120723
04/02/07 00:31
04/02/07 00:31
Joined: Mar 2006
Posts: 2,503
SC, United States
xXxGuitar511 Offline OP
Expert
xXxGuitar511  Offline OP
Expert

Joined: Mar 2006
Posts: 2,503
SC, United States
yes, I could...


Would you be willing to pay me for such a script/plugin?


xXxGuitar511
- Programmer
Re: Normal-Mapping Shader (The Best @ vsps2.0) [Re: xXxGuitar511] #120724
04/02/07 01:20
04/02/07 01:20
Joined: Mar 2006
Posts: 2,503
SC, United States
xXxGuitar511 Offline OP
Expert
xXxGuitar511  Offline OP
Expert

Joined: Mar 2006
Posts: 2,503
SC, United States
On the topic of NM on terrains, if anyone wants to provide me with 3 textures (Diffuse & NromalMaps), then I will test out my MultiTex shader with normalmapping...


xXxGuitar511
- Programmer
Re: Normal-Mapping Shader (The Best @ vsps2.0) [Re: xXxGuitar511] #120725
04/02/07 02:49
04/02/07 02:49
Joined: Sep 2002
Posts: 8,177
Netherlands
PHeMoX Offline
Senior Expert
PHeMoX  Offline
Senior Expert

Joined: Sep 2002
Posts: 8,177
Netherlands
What size do you need?

Cheers


PHeMoX, Innervision Software (c) 1995-2008

For more info visit: Innervision Software
Re: Normal-Mapping Shader (The Best @ vsps2.0) [Re: PHeMoX] #120726
04/02/07 04:45
04/02/07 04:45
Joined: Jul 2002
Posts: 1,364
Minbar
M
MaxF Offline
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MaxF  Offline
Serious User
M

Joined: Jul 2002
Posts: 1,364
Minbar
Hi

Why does the object look so dark and how can I change this.


Re: Normal-Mapping Shader (The Best @ vsps2.0) [Re: MaxF] #120727
04/02/07 05:26
04/02/07 05:26
Joined: Oct 2005
Posts: 4,771
Bay City, MI
lostclimate Offline
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lostclimate  Offline
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Joined: Oct 2005
Posts: 4,771
Bay City, MI
if i ever get some free time i could write the script to read the locations of lights in the level

Re: Normal-Mapping Shader (The Best @ vsps2.0) [Re: xXxGuitar511] #120728
04/02/07 07:01
04/02/07 07:01
Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
Machinery_Frank Offline
Senior Expert
Machinery_Frank  Offline
Senior Expert

Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
Quote:

On the topic of NM on terrains, if anyone wants to provide me with 3 textures (Diffuse & NromalMaps), then I will test out my MultiTex shader with normalmapping...




Please add me on MSN or write me an email to:
info [at] geppert-software [dot] de

I am very grateful because of your contribution and I am willing to provide you every texture that you need with and without normal, height and spec maps.
I could even help with a few test meshes, hints and ideas.

It would be a pleasure to work together with you.


Models, Textures and Games from Dexsoft
Re: Normal-Mapping Shader (The Best @ vsps2.0) [Re: Machinery_Frank] #120729
04/02/07 12:04
04/02/07 12:04
Joined: Oct 2005
Posts: 528
Italy
M
Mondivirtuali Offline
User
Mondivirtuali  Offline
User
M

Joined: Oct 2005
Posts: 528
Italy
Thanks for the excellent contribution

Re: Normal-Mapping Shader (The Best @ vsps2.0) [Re: Mondivirtuali] #120730
04/02/07 12:51
04/02/07 12:51
Joined: Mar 2006
Posts: 2,503
SC, United States
xXxGuitar511 Offline OP
Expert
xXxGuitar511  Offline OP
Expert

Joined: Mar 2006
Posts: 2,503
SC, United States
@All: Thank you all for your support and compliments. They are much appreciated.

@PHeMoX: Any size will do. Preferably 512^2.

@MaxF: Because I used a dark level - You can adjust the ambience, and use more lights as well.

@Lostclimate: If your up for the challenge, then sure. We could work on such a project.

@Frank_G: Thank you. I could use some textures. All the ones I've used so far were found scattered on the internet (yahoo! image search). I will add you as aoon as I get home.


xXxGuitar511
- Programmer
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