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

Post anything about MX Simulator here. Please. I'm begging you.
Duckstream
Posts: 1997
Joined: Tue Nov 03, 2009 1:06 pm

Re: 2009-11-06 snapshot (updated again)

Post by Duckstream »

Possible to add to helmets? iv done my redbull fox v3 and would like to see it in normal mapping, but i cant figure how to add it? S;S
Wes Wamsley
Posts: 18
Joined: Thu Oct 29, 2009 1:43 pm

Re: 2009-11-06 snapshot (updated again)

Post by Wes Wamsley »

ok the 11-7 update works now... WOW amazing thanks jlv!

I can\'t follow a thing you guys are talking about all i know is it looks fantastic haha.
Yahama7
Posts: 599
Joined: Tue Jun 02, 2009 7:38 pm
Location: Germany

Re: 2009-11-06 snapshot (updated again)

Post by Yahama7 »

Ive made a quick normal map outta dj's template.
Use it if you want.
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Duckstream
Posts: 1997
Joined: Tue Nov 03, 2009 1:06 pm

Re: 2009-11-06 snapshot (updated again)

Post by Duckstream »

only thing is i dont get all your saying, or... how do i make it work?
I just paste that to my personal folder or?
or place on the helmet?
Yahama7
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Location: Germany

Re: 2009-11-06 snapshot (updated again)

Post by Yahama7 »

paste to personal folder
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Garasaki
Posts: 1959
Joined: Mon Feb 04, 2008 4:33 pm

Re: 2009-11-06 snapshot (updated again)

Post by Garasaki »

Got mine working now.

See screenshot thread
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yzmxer608
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Team: SYS
Location: Wisconsin, U.S.A

Re: 2009-11-06 snapshot (updated again)

Post by yzmxer608 »

I have a few questions about the spec maps, I think I have a pretty good handle on everything else though. When there is a transparent area on the spec map, it uses the regular specular mapping from the game, and when it doesn't have 100% transparency it uses whatever RGB value you used?
TeamHavocRacing wrote:If I had a nickel for every time someone asked for this, I would have a whole shitload of nickels.
Yahama7
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Location: Germany

Re: 2009-11-06 snapshot (updated again)

Post by Yahama7 »

i made some test with spec maps too and if you put alpha then the parts which you alphad out on the map will be like gloving...
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yzmxer608
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Re: 2009-11-06 snapshot (updated again)

Post by yzmxer608 »

So what doesn't have alpha "blocks" the specularity from showing in game? I'm trying to see if you can just take the shading off of a bike, the use only the shading as a spec map and have it look right in game. Might be an easy way of making the bikes look better.
TeamHavocRacing wrote:If I had a nickel for every time someone asked for this, I would have a whole shitload of nickels.
Atown_Ottowa
Posts: 364
Joined: Sun Aug 16, 2009 9:02 pm

Re: 2009-11-06 snapshot (updated again)

Post by Atown_Ottowa »

My driver info is:

Intel
Intel Cantiga
1.5.0 - Build 7.15.10.1518

My shaders dont work. My card doesnt support them?
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Duckstream
Posts: 1997
Joined: Tue Nov 03, 2009 1:06 pm

Re: 2009-11-06 snapshot (updated again)

Post by Duckstream »

Umm heres a normal map (or is it anyway close? i dont get how to make them but i tryed to make something like it)
Witch is a tire track, i was just thingkin it would be cool to normal them out too?
Possible Y/N ?
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Garasaki
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Re: 2009-11-06 snapshot (updated again)

Post by Garasaki »

I was sort of wondering that too...normal maps on the tracks, like for ruts...
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ddmx
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Re: 2009-11-06 snapshot (updated again)

Post by ddmx »

One thing I think some of you are failing to realize, is that the shading templates need to be redone before you can make a legit normal map out of them. Either that or you need to bake the normal map in 3ds max or blender. I think you guys are missing the purpose. Since we now have full on shaders, the only parts that need to be faked with normal maps are the parts on a low def model that aren't modeled. The overall shadows and highlights should be taken off first. Get what I'm saying?
Duckstream
Posts: 1997
Joined: Tue Nov 03, 2009 1:06 pm

Re: 2009-11-06 snapshot (updated again)

Post by Duckstream »

so you mean that the base shading isnt important and by that base you cant make a normal map?
You need a model with that righ? correct if im wrong:
So the model need to have the shadingin it ? like holes and stuff,
So then you do the normal for IT not for the shading of a template?
Yahama7
Posts: 599
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Location: Germany

Re: 2009-11-06 snapshot (updated again)

Post by Yahama7 »

You use the shading in which you shade parts like bolts which are not modelled as a model. With that you make a low poly model look high poly.
The basic shading will be done by the shaders.
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