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Re: DOWNLOAD: Normal-Mapping Shader [Re: frazzle] #120791
04/17/07 21:59
04/17/07 21:59
Joined: Jul 2004
Posts: 4,206
Innsbruck, Austria
sPlKe Offline
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sPlKe  Offline
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Joined: Jul 2004
Posts: 4,206
Innsbruck, Austria
im honored for hosting such a great work. and while this may sound disrespectfull, belive me its not. i am really honored because this piece of code is amazing!

Re: DOWNLOAD: Normal-Mapping Shader [Re: sPlKe] #120792
04/17/07 22:17
04/17/07 22:17
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
Thanks again, all of you. Your compliments inspire me to contribute more!


xXxGuitar511
- Programmer
Re: Normal-Mapping Shader (The Best @ vsps2.0) [Re: xXxGuitar511] #120793
04/17/07 23:27
04/17/07 23:27
Joined: Sep 2002
Posts: 8,177
Netherlands
PHeMoX Offline
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PHeMoX  Offline
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Joined: Sep 2002
Posts: 8,177
Netherlands
Quote:

I need someone to host it... PHeMoX, are you up for it again?




Yeah, no problem, anytime. I've seen Spike hosts it now, but if you ever need to host 3dgs related things, just mail me.

Good job on this contribution, very nice and helpful!

Cheers

Last edited by PHeMoX; 04/17/07 23:28.

PHeMoX, Innervision Software (c) 1995-2008

For more info visit: Innervision Software
Re: Normal-Mapping Shader (The Best @ vsps2.0) [Re: PHeMoX] #120794
04/18/07 02:30
04/18/07 02:30
Joined: Mar 2006
Posts: 2,503
SC, United States
xXxGuitar511 Offline OP
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xXxGuitar511  Offline OP
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Joined: Mar 2006
Posts: 2,503
SC, United States
Thanks PHeMoX, I will contact you soon I think, lol. Thank you...

Also, check out my newest project in the UC, "Darkness". I'd love your opinion. As well as everyone elses!


xXxGuitar511
- Programmer
Re: Normal-Mapping Shader (The Best @ vsps2.0) [Re: xXxGuitar511] #120795
04/19/07 04:14
04/19/07 04:14
Joined: Jun 2005
Posts: 656
G
Grafton Offline
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Grafton  Offline
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G

Joined: Jun 2005
Posts: 656
This is a great contribution!
Is there anyway to control how dark the shadowing is, or how bright the
lighting? There is too much contrast between the two for my use.
I tried adjusting the WDL custom settings in WED, but no luck.


Not two, not one.
Re: Normal-Mapping Shader (The Best @ vsps2.0) [Re: Grafton] #120796
04/20/07 00:59
04/20/07 00:59
Joined: Mar 2006
Posts: 2,503
SC, United States
xXxGuitar511 Offline OP
Expert
xXxGuitar511  Offline OP
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Joined: Mar 2006
Posts: 2,503
SC, United States
No, but I guess I can make another release.

I'll add another skill for shadow ambience & light ambience. Shouldn't be too hard at all...


xXxGuitar511
- Programmer
Re: Normal-Mapping Shader (The Best @ vsps2.0) [Re: xXxGuitar511] #120797
04/21/07 07:54
04/21/07 07:54
Joined: Jun 2005
Posts: 656
G
Grafton Offline
User
Grafton  Offline
User
G

Joined: Jun 2005
Posts: 656
That would be great xXxGuitar511, and really complete this shader.

BTW, how dow I get this to work with dynamic lights? If I place one in wed,
and make it dynamic/hi-res, it dosent seem to affect the model other than increase its diffuse brightness (no specular or shading), even with fake
dynamic turned off.


Not two, not one.
Re: Normal-Mapping Shader (The Best @ vsps2.0) [Re: Grafton] #120798
04/21/07 17:38
04/21/07 17:38
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
setting the dynamic flag for wed lights doesn't work yet, it will still cast a static light.

You have to actually use a model with a dynamic light action (Included in NM.wdl: DLight)


xXxGuitar511
- Programmer
Re: Normal-Mapping Shader (The Best @ vsps2.0) [Re: xXxGuitar511] #120799
04/21/07 23:47
04/21/07 23:47
Joined: Jun 2005
Posts: 656
G
Grafton Offline
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Grafton  Offline
User
G

Joined: Jun 2005
Posts: 656
Yep, I tried the dlight action with a cube.mdl, set its _range (skill4)
pretty high and put it almost on top of the normal mapped model, then changed
"faked dynamics" to false, and all I can get is the diffuse lighting from the
material. I tried for hours.

Maybe there is something strange with either model? (the NM looks fantastic
with faked dynamics on though).

In any case, if you could find time to insert a multiplier for the ambient
(shadowing) and one for the power of the lighting, so the two could be adjusted
(contrast?) for different environments, that would be super useful!


Not two, not one.
Re: Normal-Mapping Shader (The Best @ vsps2.0) [Re: Grafton] #120800
04/23/07 14:36
04/23/07 14:36
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
I don't have the files with me, and I'm a lil busy ATM, but I'll try and get it done ASAP...

It'll be pretty simple, I just need to figure out which inputs to use...
- per model (vecSkill41)
- per material (mtlSkill1)
- per shader (float X)


xXxGuitar511
- Programmer
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