2009-11-06 snapshot (updated again and again...)
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- Posts: 18
- Joined: Thu Oct 29, 2009 1:43 pm
Re: 2009-11-06 snapshot
Ok i think this would be it
[quote=\\\"jlv\\\"][quote=\\\"Wes Wamsley\\\"]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?[/quote]
No the original per pixel shader is still there. Post lastlog.txt so I can see the shader compiler errors.[/quote]
[quote=\\\"jlv\\\"][quote=\\\"Wes Wamsley\\\"]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?[/quote]
No the original per pixel shader is still there. Post lastlog.txt so I can see the shader compiler errors.[/quote]
Re: 2009-11-06 snapshot
Now that I think about it, there's a bug in the skin naming. I forgot to filter then normal/specular maps out of the skin list.
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.
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- Posts: 18
- Joined: Thu Oct 29, 2009 1:43 pm
Re: 2009-11-06 snapshot
wtf that post got messed up...
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- Posts: 18
- Joined: Thu Oct 29, 2009 1:43 pm
Re: 2009-11-06 snapshot
agh! ok ill pm it to you
Re: 2009-11-06 snapshot
Would that explain why the rider goes 100% ambient when I try to apply a normal map on itjlv wrote:Now that I think about it, there's a bug in the skin naming. I forgot to filter then normal/specular maps out of the skin list.
Re: 2009-11-06 snapshot
Yeah I got that too.jlv wrote:Now that I think about it, there's a bug in the skin naming. I forgot to filter then normal/specular maps out of the skin list.
I also got me a blue rider....
DR.MIZ wrote: Keeping something "secret" so you can be "cool" is not making a flourishing community.
Re: 2009-11-06 snapshot
Yep, Id say theres definitely a bug applying the normal map to the rider. My map made the rider 100% ambient. Applying the same map to my bike model did not
Re: 2009-11-06 snapshot (updated)
i disagree about 100% ambient
To me the bug appears to be treating the normal as an overlay not as a normal map
100% purple
100% red
To me the bug appears to be treating the normal as an overlay not as a normal map
100% purple
100% red
DR.MIZ wrote: Keeping something "secret" so you can be "cool" is not making a flourishing community.
Re: 2009-11-06 snapshot (updated)
i agree about the bug though
DR.MIZ wrote: Keeping something "secret" so you can be "cool" is not making a flourishing community.
Re: 2009-11-06 snapshot (updated)
It's been updated FYI
Re: 2009-11-06 snapshot (updated)
If you don't have at least 50% blue the normals will be backwards. Try 50% red, 50% green and 100% blue and go from there.
I've fixed the bug that affected Wes and the skin list bug.
I've fixed the bug that affected Wes and the skin list bug.
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 (updated)
Thing is though, I used the exact same normal map on my yzf without that problem
Re: 2009-11-06 snapshot (updated)
I think the bug me and DJ had was fixed - wether you meant to or not.
I went from blue overlay to this
I think I have it implemented but have to tweak the heck out of it yet
I went from blue overlay to this
I think I have it implemented but have to tweak the heck out of it yet
DR.MIZ wrote: Keeping something "secret" so you can be "cool" is not making a flourishing community.
Re: 2009-11-06 snapshot (updated)
WOW, I'm sooo pumped right now. Tomorrow I'll try and bake some high poly normal maps for the rider model, and then I might do the same for the ktm models.
Re: 2009-11-06 snapshot
When you say super high detailed... Is that a higher detailed model or higher resolution texture?jlv wrote: 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.
Is this correct? Say you were making a bike, would you use a detailed model of say 20,000 polys "in game" with a normal texture of normal resolution (say 2048x2048) and then create a model of 50,000 which you use to render and create a normal map which is applied to that first model? Is that normal map also 2048x2048 in size?
What extra poly detail would you use to create a normal map? (ie 3 times or is a simple multiplier too basic)
Also how are you thinking of making this user content contribution work?
Thanks again