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Re: Normal-Mapping Shader (The Best @ vsps2.0) [Re: xXxGuitar511] #120801
05/03/07 21:30
05/03/07 21:30
Joined: Feb 2007
Posts: 46
United Kingdom
marcwakefield Offline
Newbie
marcwakefield  Offline
Newbie

Joined: Feb 2007
Posts: 46
United Kingdom
Thank you for this Shader it is truly amazing and exactly what I was looking for.

You can see how I used it below.

I created both models in Hexagon as well as the textures, created the UV Map with Roadkill and made the normal map with Xnormal.

This was really just my first attempt using a normal map in a game engine but I am quite happy with the results.


No normal map: http://www.marcwakefield.co.uk/plainzombie.jpg

With normal map: http://www.marcwakefield.co.uk/nmapzombie.jpg

If any one would like the Zombie, let me know and I will upload the mdl.

Marc Wakefield

Re: Normal-Mapping Shader (The Best @ vsps2.0) [Re: marcwakefield] #120802
05/03/07 22:46
05/03/07 22:46
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
Looks Good...

I recommend you add an alpha channel to your normal map though. You can use it to addjust the specularity (glossyness)...


xXxGuitar511
- Programmer
Re: Normal-Mapping Shader (The Best @ vsps2.0) [Re: xXxGuitar511] #120803
05/04/07 02:53
05/04/07 02:53
Joined: Mar 2007
Posts: 75
M
Metal_Man Offline
Junior Member
Metal_Man  Offline
Junior Member
M

Joined: Mar 2007
Posts: 75
Hello, this is probably some simple little problem I'm having because I am quite inexperienced with shaders. When I try to use the shader, I get some sort of "unexpected token" error with several "1f"'s separated by commas. How can I fix this?

Re: Normal-Mapping Shader (The Best @ vsps2.0) [Re: Metal_Man] #120804
05/04/07 03:11
05/04/07 03:11
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
Hmm... not sure. Can you tell if this is an acknex error, or a directx error?

Make sure you only inlcude <NM.wdl>; into your main script. Include <NM.fx>; will mess everything up...

Also, do you know if your graphics card supports VSPS 2.0 ?


xXxGuitar511
- Programmer
Re: Normal-Mapping Shader (The Best @ vsps2.0) [Re: xXxGuitar511] #120805
05/04/07 03:20
05/04/07 03:20
Joined: Mar 2007
Posts: 75
M
Metal_Man Offline
Junior Member
Metal_Man  Offline
Junior Member
M

Joined: Mar 2007
Posts: 75
Nevermind, I'm actually having a different problem. The other problem was from a different shader I forgot to remove first.

I know how to fix the fog and stuff, but the entities I use it on are completely black.

I don't know what my graphics card supports, I just know its some degree better than the integrated graphics. How can I tell if my graphics card supports the VSPS 2.0?


I can be contacted at clydeshaffer@gmail.com
Re: Normal-Mapping Shader (The Best @ vsps2.0) [Re: Metal_Man] #120806
05/04/07 04:31
05/04/07 04:31
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
when your game runs, have it tell you what d3d_shaderversion is.

the first two digits are the pixel shader version, and the second two digits are the pixel shader version...


Shaders are designed to work with static lights. This one allows static lighting to be "faked" if you do the following steps:
- open the [properties] tab in WED
- go under scripts
- right click on NM.wdl, and go to [customize]
From here you can adjust the settings for the shader.
- Ambience: for brightening the model with static lights
- Faked Dyn: For faking dynamic lighting
- Both can be used to get a very good effect with static lights...


xXxGuitar511
- Programmer
Re: Normal-Mapping Shader (The Best @ vsps2.0) [Re: xXxGuitar511] #120807
05/04/07 06:48
05/04/07 06:48
Joined: Aug 2006
Posts: 652
Netherlands
bstudio Offline
User
bstudio  Offline
User

Joined: Aug 2006
Posts: 652
Netherlands
Quote:


the first two digits are the pixel shader version, and the second two digits are the pixel shader version...




the second is the vertex
question: can you use a specularity map with this shader?

Last edited by bstudio; 05/04/07 06:48.

BASIC programmers never die, they GOSUB and don't RETURN.
Re: Normal-Mapping Shader (The Best @ vsps2.0) [Re: bstudio] #120808
05/04/07 07:38
05/04/07 07:38
Joined: Sep 2005
Posts: 159
The Netherlands
D
Dutchie666 Offline
Member
Dutchie666  Offline
Member
D

Joined: Sep 2005
Posts: 159
The Netherlands
Quote:

I recommend you add an alpha channel to your normal map though. You can use it to addjust the specularity (glossyness)...




thats a yes
until i read that i did not plan to use this shader, but now i really wil.
thank you guitar!

Re: Normal-Mapping Shader (The Best @ vsps2.0) [Re: Dutchie666] #120809
05/04/07 13:17
05/04/07 13:17
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
I've still got to make another update. Maybe this time I'll create some documentation

The next update will feature:
- use the [materials power] or [models albedo] value for adjusting overall specularity. Not sure which one I should use...
- two skills for adjusting the ambience of light and shadows...


xXxGuitar511
- Programmer
Re: Normal-Mapping Shader (The Best @ vsps2.0) [Re: xXxGuitar511] #120810
05/04/07 15:44
05/04/07 15:44
Joined: Mar 2007
Posts: 75
M
Metal_Man Offline
Junior Member
Metal_Man  Offline
Junior Member
M

Joined: Mar 2007
Posts: 75
The program tells me that d3d_shaderversion is 2020, does that mean my graphics card supports VSPS 2.0?


I can be contacted at clydeshaffer@gmail.com
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