2009-11-06 snapshot (updated again and again...)
2009-11-06 snapshot (updated again and again...)
Changes:
- Normal and specular maps.
- Added 'Skip' key - jumps ahead one second. Defaults to '/'.
To find the normal and specular maps, the game will remove .png from the texture and replace it with _norm.png or _spec.png. If that fails, it will then try removing .jm from the model and replacing it with _norm.png or _spec.png, but only for statues. For bikes and riders, it will fall back to the base texture name with .png replaced (e.g. rm125_norm.png).
The normal maps are tangent space normal maps. The tangent vectors should match the ones that Blender uses.
The specular maps should have the specular color for the RGB values and the shininess for the alpha. If the alpha is fully opaque (alpha=255) it will use the specular value from the model, otherwise, alpha=0 sets the specular exponent to 0, and alpha=254 sets the exponent to 128.
Simple!
Update 2009-11-07:
- Don't use "half" for variable names as it is a reserved word in ATI's compiler.
- Filter norm/spec maps out of the skin list.
Update 2009-11-07a:
- Fixed tangent vector bug for weighted meshes.
Update 2009-11-07b:
- Fixed bug where texture unit 1 was left on after drawing statues.
See? I told you these aren't well tested...
Windows users: http://mxsimulator.com/snapshots/mx-2009-11-07b.exe
Linux users: http://mxsimulator.com/snapshots/mxbin-2009-11-07b
Replace mx.exe or mxbin with one of the above files. I'd keep a backup of the originals since these aren't well tested.
- Normal and specular maps.
- Added 'Skip' key - jumps ahead one second. Defaults to '/'.
To find the normal and specular maps, the game will remove .png from the texture and replace it with _norm.png or _spec.png. If that fails, it will then try removing .jm from the model and replacing it with _norm.png or _spec.png, but only for statues. For bikes and riders, it will fall back to the base texture name with .png replaced (e.g. rm125_norm.png).
The normal maps are tangent space normal maps. The tangent vectors should match the ones that Blender uses.
The specular maps should have the specular color for the RGB values and the shininess for the alpha. If the alpha is fully opaque (alpha=255) it will use the specular value from the model, otherwise, alpha=0 sets the specular exponent to 0, and alpha=254 sets the exponent to 128.
Simple!
Update 2009-11-07:
- Don't use "half" for variable names as it is a reserved word in ATI's compiler.
- Filter norm/spec maps out of the skin list.
Update 2009-11-07a:
- Fixed tangent vector bug for weighted meshes.
Update 2009-11-07b:
- Fixed bug where texture unit 1 was left on after drawing statues.
See? I told you these aren't well tested...
Windows users: http://mxsimulator.com/snapshots/mx-2009-11-07b.exe
Linux users: http://mxsimulator.com/snapshots/mxbin-2009-11-07b
Replace mx.exe or mxbin with one of the above files. I'd keep a backup of the originals since these aren't well tested.
Josh Vanderhoof
Sole Proprietor
jlv@mxsimulator.com
If you email, put "MX Simulator" in the subject to make sure it gets through my spam filter.
Sole Proprietor
jlv@mxsimulator.com
If you email, put "MX Simulator" in the subject to make sure it gets through my spam filter.
Re: 2009-11-06 snapshot
YEEEESSSSS
Time to try this baby out!
Time to try this baby out!
Re: 2009-11-06 snapshot
Think I'll have to learn some new things now , can't wait to see what this can do.
TeamHavocRacing wrote:If I had a nickel for every time someone asked for this, I would have a whole shitload of nickels.
Re: 2009-11-06 snapshot
excellent work jlv, this will be a significant step forward for the visual aspects of the game
Get a pack of dogs up ya!
ゲイセックス、笑Re: 2009-11-06 snapshot
Woot!
Here is a test on my Broadmeadow fences. Just throw the unzipped files into the Broadmeadow folder. Yeah, they are pretty dodgy maps, but its just to show you the shaders in action
Here is a test on my Broadmeadow fences. Just throw the unzipped files into the Broadmeadow folder. Yeah, they are pretty dodgy maps, but its just to show you the shaders in action
- Attachments
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- fenceshadermaps.7z
- Shader maps
- (171.65 KiB) Downloaded 128 times
-
- normalandspectest.jpg
- Picture
- (136.67 KiB) Downloaded 990 times
Re: 2009-11-06 snapshot
I haven't tried it out yet.
But thank you so much! amazing work!
Whats the go with the models? do they still work in there current state and are just not using the normal mapping? (I tried to de-cypher the explanation but with limited luck)
Lets crank out some normal models/textures and show the world what MXS can do
Awesome work again JLV!
But thank you so much! amazing work!
Whats the go with the models? do they still work in there current state and are just not using the normal mapping? (I tried to de-cypher the explanation but with limited luck)
Lets crank out some normal models/textures and show the world what MXS can do
Awesome work again JLV!
Re: 2009-11-06 snapshot
Yes. Nothing will look different until you start adding the maps.
BTW, those maps also work for Cypress Hollows
BTW, those maps also work for Cypress Hollows
Re: 2009-11-06 snapshot
Ahh I think I understand now.
Is the normal map just a png file that you drop into the personal folder as you normally would?
Also say for bike skins would the whole skin be "converted" or what ever you do to it to make it normally mapped or would it just be the shading template?
Is the normal map just a png file that you drop into the personal folder as you normally would?
Also say for bike skins would the whole skin be "converted" or what ever you do to it to make it normally mapped or would it just be the shading template?
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- Posts: 18
- Joined: Thu Oct 29, 2009 1:43 pm
Re: 2009-11-06 snapshot
Oh wait so the reason nothing looks shiny like it did in the snapshot before this is because maps haven\'t been added? explain this to me please?
Re: 2009-11-06 snapshot
This snapshot finally finshed of my graphics card. I guess this is a good reason to get a new one.
Re: 2009-11-06 snapshot
JLV. Question about defaulting for the rider and bike models. So it will not default to rider_body-ddmxv2 or yz250f-race, if our skins are called rider_body-ddmxv2-thorblue and yz250f-race-Samedi if the equivalent normal maps for these skins are missing?
Re: 2009-11-06 snapshot
That fence is way cooler than the shiny/lumpy cube I was testing with...
Yomo, typically you create two meshes, one low detail mesh that you will actually use, and another super detailed mesh that you use to create the normals for the less detailed mesh. Look up texture baking for more info.
Yomo, typically you create two meshes, one low detail mesh that you will actually use, and another super detailed mesh that you use to create the normals for the less detailed mesh. Look up texture baking for more info.
No the original per pixel shader is still there. Post lastlog.txt so I can see the shader compiler errors.Wes Wamsley wrote:Oh wait so the reason nothing looks shiny like it did in the snapshot before this is because maps haven\'t been added? explain this to me please?
Unless I messed something up, "rm125-ktm125sx-2010 stock.png" should look for "rm125-ktm125sx-2010 stock_norm.png" then "rm125-ktm125sx_norm.png".DJ wrote:JLV. Question about defaulting for the rider and bike models. So it will not default to rider_body-ddmxv2 or yz250f-race, if our skins are called rider_body-ddmxv2-thorblue and yz250f-race-Samedi if the equivalent normal maps for these skins are missing?
Josh Vanderhoof
Sole Proprietor
jlv@mxsimulator.com
If you email, put "MX Simulator" in the subject to make sure it gets through my spam filter.
Sole Proprietor
jlv@mxsimulator.com
If you email, put "MX Simulator" in the subject to make sure it gets through my spam filter.
Re: 2009-11-06 snapshot
OK, that is excellent to know!
Re: 2009-11-06 snapshot
FF works pretty good too .
TeamHavocRacing wrote:If I had a nickel for every time someone asked for this, I would have a whole shitload of nickels.