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Re: Normal-Mapping Shader (The Best @ vsps2.0) [Re: xXxGuitar511] #120731
04/02/07 14:50
04/02/07 14:50
Joined: Feb 2006
Posts: 2,185
mpdeveloper_B Offline
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mpdeveloper_B  Offline
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@Guitar: nice contribution, i'll look at it later

@lostclimate: if you guys ever do get that working, it'd be a sweet contribution


- aka Manslayer101
Re: Normal-Mapping Shader (The Best @ vsps2.0) [Re: mpdeveloper_B] #120732
04/02/07 15:13
04/02/07 15:13
Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
Machinery_Frank Offline
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Machinery_Frank  Offline
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Potsdam, Brandenburg, Germany
Quote:

@Guitar: nice contribution, i'll look at it later

@lostclimate: if you guys ever do get that working, it'd be a sweet contribution




I agree absolutely. If you need any help to create a tech demo then I would love to join you and help.


Models, Textures and Games from Dexsoft
Re: Normal-Mapping Shader (The Best @ vsps2.0) [Re: Machinery_Frank] #120733
04/02/07 15:28
04/02/07 15:28
Joined: Mar 2006
Posts: 2,503
SC, United States
xXxGuitar511 Offline OP
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xXxGuitar511  Offline OP
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SC, United States
It would be a nice project. If you read the positions from thye WMP and saved them to a text file. Then loaded the positions from the text file into an array. Then create a light management system to tell which lights need to be passed to the shader.

The only problem I see is when passing to the shader. For each light, you have to pass 7 variables (x, y, z, red, green, blue, range). I'm not sure what would be the best way to pass these to the shader though.


xXxGuitar511
- Programmer
Re: Normal-Mapping Shader (The Best @ vsps2.0) [Re: xXxGuitar511] #120734
04/02/07 17:47
04/02/07 17:47
Joined: Mar 2005
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ch
Loopix Offline
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Loopix  Offline
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ch
Woulden't that work with a vecSkill41 (for the position) and a mtlSkill1 via pixel_for_vec (for the colors)?

...and thanks for this great contribution!

Re: Normal-Mapping Shader (The Best @ vsps2.0) [Re: Loopix] #120735
04/02/07 23:50
04/02/07 23:50
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SC, United States
xXxGuitar511 Offline OP
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xXxGuitar511  Offline OP
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i could, but then I'd have to use both (for light position and color), limiting me to one light passed to the shader...


xXxGuitar511
- Programmer
Re: Normal-Mapping Shader (The Best @ vsps2.0) [Re: xXxGuitar511] #120736
04/03/07 03:43
04/03/07 03:43
Joined: Oct 2005
Posts: 4,771
Bay City, MI
lostclimate Offline
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well i can read the colors directly from the file, so pixel for vec isnt really needed

edit: I also wanted to add that its real easy to get info and write info to wmps, i made landscape block editor the first month i started using 3dgs seriously, but it didnt work out because it was to many wierd angles for the engine, and the lighting got all screwed up.

Last edited by lostclimate; 04/03/07 03:45.
Re: Normal-Mapping Shader (The Best @ vsps2.0) [Re: lostclimate] #120737
04/03/07 14:04
04/03/07 14:04
Joined: Mar 2006
Posts: 2,503
SC, United States
xXxGuitar511 Offline OP
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xXxGuitar511  Offline OP
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pixel_for_vec() would still be needed to convert the c-script values to float() vectors...


xXxGuitar511
- Programmer
Re: Normal-Mapping Shader (The Best @ vsps2.0) [Re: Machinery_Frank] #120738
04/03/07 14:31
04/03/07 14:31
Joined: Feb 2006
Posts: 2,185
mpdeveloper_B Offline
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mpdeveloper_B  Offline
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Quote:

Quote:

@Guitar: nice contribution, i'll look at it later

@lostclimate: if you guys ever do get that working, it'd be a sweet contribution




I agree absolutely. If you need any help to create a tech demo then I would love to join you and help.




it would also be cool to have a "template" made for any lighting shaders using this, if it would work, i'd like to use the code in my lighting shader, of course it still needs some work if you want "realistic" lighting....


- aka Manslayer101
Re: Normal-Mapping Shader (The Best @ vsps2.0) [Re: mpdeveloper_B] #120739
04/05/07 13:58
04/05/07 13:58
Joined: Mar 2006
Posts: 2,503
SC, United States
xXxGuitar511 Offline OP
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xXxGuitar511  Offline OP
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For the normal mapping on terrains, should the NM's be for each texture (tiled), or one NM for the whole terrain?


xXxGuitar511
- Programmer
Re: Normal-Mapping Shader (The Best @ vsps2.0) [Re: xXxGuitar511] #120740
04/05/07 14:23
04/05/07 14:23
Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
Machinery_Frank Offline
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Machinery_Frank  Offline
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If you want to create big terrains then you must tile them for sure.


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