2009-11-06 snapshot (updated again and again...)

Post anything about MX Simulator here. Please. I'm begging you.
Wes Wamsley
Posts: 18
Joined: Thu Oct 29, 2009 1:43 pm

Re: 2009-11-06 snapshot

Post by Wes Wamsley »

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]
jlv
Site Admin
Posts: 14933
Joined: Fri Nov 02, 2007 5:39 am
Team: No Frills Racing
Contact:

Re: 2009-11-06 snapshot

Post by jlv »

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.
Wes Wamsley
Posts: 18
Joined: Thu Oct 29, 2009 1:43 pm

Re: 2009-11-06 snapshot

Post by Wes Wamsley »

wtf that post got messed up...
Wes Wamsley
Posts: 18
Joined: Thu Oct 29, 2009 1:43 pm

Re: 2009-11-06 snapshot

Post by Wes Wamsley »

agh! ok ill pm it to you
DJ99X
Posts: 15523
Joined: Tue Jan 15, 2008 11:36 am
Location: Land Down Under

Re: 2009-11-06 snapshot

Post by DJ99X »

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.
Would that explain why the rider goes 100% ambient when I try to apply a normal map on it :lol:
Garasaki
Posts: 1959
Joined: Mon Feb 04, 2008 4:33 pm

Re: 2009-11-06 snapshot

Post by Garasaki »

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.
Yeah I got that too.

I also got me a blue rider....
Image
DR.MIZ wrote: Keeping something "secret" so you can be "cool" is not making a flourishing community.
DJ99X
Posts: 15523
Joined: Tue Jan 15, 2008 11:36 am
Location: Land Down Under

Re: 2009-11-06 snapshot

Post by DJ99X »

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
Garasaki
Posts: 1959
Joined: Mon Feb 04, 2008 4:33 pm

Re: 2009-11-06 snapshot (updated)

Post by Garasaki »

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

Image

100% red

Image
Image
DR.MIZ wrote: Keeping something "secret" so you can be "cool" is not making a flourishing community.
Garasaki
Posts: 1959
Joined: Mon Feb 04, 2008 4:33 pm

Re: 2009-11-06 snapshot (updated)

Post by Garasaki »

i agree about the bug though :lol:
Image
DR.MIZ wrote: Keeping something "secret" so you can be "cool" is not making a flourishing community.
yomo
Posts: 1930
Joined: Tue Apr 22, 2008 10:00 am

Re: 2009-11-06 snapshot (updated)

Post by yomo »

It's been updated FYI
Image
jlv
Site Admin
Posts: 14933
Joined: Fri Nov 02, 2007 5:39 am
Team: No Frills Racing
Contact:

Re: 2009-11-06 snapshot (updated)

Post by jlv »

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.
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.
DJ99X
Posts: 15523
Joined: Tue Jan 15, 2008 11:36 am
Location: Land Down Under

Re: 2009-11-06 snapshot (updated)

Post by DJ99X »

Thing is though, I used the exact same normal map on my yzf without that problem :?
Garasaki
Posts: 1959
Joined: Mon Feb 04, 2008 4:33 pm

Re: 2009-11-06 snapshot (updated)

Post by Garasaki »

I think the bug me and DJ had was fixed - wether you meant to or not.

I went from blue overlay to this

Image

I think I have it implemented but have to tweak the heck out of it yet
Image
DR.MIZ wrote: Keeping something "secret" so you can be "cool" is not making a flourishing community.
ddmx
Posts: 5374
Joined: Sun Apr 20, 2008 3:36 pm
Location: Midland MI

Re: 2009-11-06 snapshot (updated)

Post by ddmx »

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.
yomo
Posts: 1930
Joined: Tue Apr 22, 2008 10:00 am

Re: 2009-11-06 snapshot

Post by yomo »

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.
When you say super high detailed... Is that a higher detailed model or higher resolution texture?

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
Image
Post Reply