MD5 Loader
Look at the mighty parallax mapped faty!

Currently i'm using the heightmap to create a normalmap and i use this normalmap to parallax map faty via the irrlicht parallax mapping material. As you can see it works
But it's still not looking like it should. I am currently having some trouble with my own shader. I don't know where irrlicht maps the tangents to and this causes me some trouble ^^ at least i think that this is what causes my shader to just look kinda flat.
[EDIT]
changed the image to point to the right one ^^

Currently i'm using the heightmap to create a normalmap and i use this normalmap to parallax map faty via the irrlicht parallax mapping material. As you can see it works

[EDIT]
changed the image to point to the right one ^^
R2D2's Irrlicht Mods
Messed up with my database so the page is not working at the moment -.-
CPU: Core 2 Quad Q6700RAM: 4096 mb Graphics: Radeon 4850 512mb Sound: on board InternetConnection: DSL
Messed up with my database so the page is not working at the moment -.-
CPU: Core 2 Quad Q6700RAM: 4096 mb Graphics: Radeon 4850 512mb Sound: on board InternetConnection: DSL
nice! youshould give it a stronger light and shadow and it will look even closer to the ingame shot. 

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I now know why my shader doesn't look as good as the one ID uses. ID combines the heightmap and the normal map at loadtime to one new normal map, now i have to figure out how they do that.
R2D2's Irrlicht Mods
Messed up with my database so the page is not working at the moment -.-
CPU: Core 2 Quad Q6700RAM: 4096 mb Graphics: Radeon 4850 512mb Sound: on board InternetConnection: DSL
Messed up with my database so the page is not working at the moment -.-
CPU: Core 2 Quad Q6700RAM: 4096 mb Graphics: Radeon 4850 512mb Sound: on board InternetConnection: DSL
Amazing r2d2. They certainly used normal maps generated from a high-poly mesh, then applied post-production in photoshop/Gimp to add extra details! Generate the normal map with code is a fast way, but not the most precise
You can try to get the blue channel from the normal map, and multiply it with the diffuse this bakes ambient occlusion into the diffuse map.

You can try to get the blue channel from the normal map, and multiply it with the diffuse this bakes ambient occlusion into the diffuse map.
makeNormalMapTexture() generates a normal map from a heightmap and stores the heightmap in the alpha channel of the texture (Hence combined).I now know why my shader doesn't look as good as the one ID uses. ID combines the heightmap and the normal map at loadtime to one new normal map, now i have to figure out how they do that.
ShadowMapping for Irrlicht!: Get it here
Need help? Come on the IRC!: #irrlicht on irc://irc.freenode.net
Need help? Come on the IRC!: #irrlicht on irc://irc.freenode.net
I knew about makeNormalMapTexture() but i didn't knew that it stores the heightmap in the alpha channel, that's cool, that helps much in circumventing the 4 texture problem without causing trouble 
Yesterday i tried to improve the performance a little bit, it's far from perfect yet, but i think it is acceptable at the moment. 1000 FPS on a Radeon 4850, Quadcore 2,6Ghz with two animated Models. The CPU is currently the limiting factor.
Here you can grab a demo version for win32 systems and toy around with the shaders, perhaps you will get a better result. It currently uses zfat.md5mesh, walk1.md5anim and imp.md5mesh, imp_idle1.md5anim. If you want to exchange the meshes be careful, that they have to have the same number of bones as their animations (walk1 corresponds to fatty and imp_idle1 to the imp).
Have fun toying around with it! I'm glad about all the feedback i can get.
greetz
r2

Yesterday i tried to improve the performance a little bit, it's far from perfect yet, but i think it is acceptable at the moment. 1000 FPS on a Radeon 4850, Quadcore 2,6Ghz with two animated Models. The CPU is currently the limiting factor.
Here you can grab a demo version for win32 systems and toy around with the shaders, perhaps you will get a better result. It currently uses zfat.md5mesh, walk1.md5anim and imp.md5mesh, imp_idle1.md5anim. If you want to exchange the meshes be careful, that they have to have the same number of bones as their animations (walk1 corresponds to fatty and imp_idle1 to the imp).
Have fun toying around with it! I'm glad about all the feedback i can get.
greetz
r2
R2D2's Irrlicht Mods
Messed up with my database so the page is not working at the moment -.-
CPU: Core 2 Quad Q6700RAM: 4096 mb Graphics: Radeon 4850 512mb Sound: on board InternetConnection: DSL
Messed up with my database so the page is not working at the moment -.-
CPU: Core 2 Quad Q6700RAM: 4096 mb Graphics: Radeon 4850 512mb Sound: on board InternetConnection: DSL
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I worked today on improving the performance even further, two animated modles, ~1500 FPS on my machine. I also made several small improvements to the code, it's still Irr 1.5, but i will port it to Irr 1.5.1 when i release it (but i don't think that i will have to make mayor adjustments to the code).
Try it here. It's still windows only.
[EDIT]
corrected the link
Try it here. It's still windows only.
[EDIT]
corrected the link
R2D2's Irrlicht Mods
Messed up with my database so the page is not working at the moment -.-
CPU: Core 2 Quad Q6700RAM: 4096 mb Graphics: Radeon 4850 512mb Sound: on board InternetConnection: DSL
Messed up with my database so the page is not working at the moment -.-
CPU: Core 2 Quad Q6700RAM: 4096 mb Graphics: Radeon 4850 512mb Sound: on board InternetConnection: DSL
Ok guys, let's make a feature wishlist. Tell me what do you want? What features should the new skinnedMesh implementation have?
[TODO-LIST]
- implement bounding boxes
[FEATURE-WISHLIST]
- attaching sceneNodes to a specific joint
[EDIT]
i updated my first post with the todo list, the wishlist and the link to the current demo and i will keep it up to date
[TODO-LIST]
- implement bounding boxes
[FEATURE-WISHLIST]
- attaching sceneNodes to a specific joint
[EDIT]
i updated my first post with the todo list, the wishlist and the link to the current demo and i will keep it up to date
R2D2's Irrlicht Mods
Messed up with my database so the page is not working at the moment -.-
CPU: Core 2 Quad Q6700RAM: 4096 mb Graphics: Radeon 4850 512mb Sound: on board InternetConnection: DSL
Messed up with my database so the page is not working at the moment -.-
CPU: Core 2 Quad Q6700RAM: 4096 mb Graphics: Radeon 4850 512mb Sound: on board InternetConnection: DSL
Great work r2d2
for me ~1200 FPS (Phenom 8650, 2x Radeon 4850). I'm waiting for DirectX release to see CrossFire boost
Hardware Skinned mesh will be also useful, but it require new (custom will be the best) vertex format in Irrlicht


Library helping with network requests, tasks management, logger etc in desktop and mobile apps: https://github.com/GrupaPracuj/hermes
I did it without custom format Nadro, I stored the bone ids in the vertex colors (Which no one really uses in animated characters anyway, only for certain effects and static level shadows).
Oh I missed this, Irrlicht maps the Tangents and BiNormals to the 2nd and 3rd texcoords respectively.I don't know where irrlicht maps the tangents to and this causes me some trouble ^^ at least i think that this is what causes my shader to just look kinda flat.
ShadowMapping for Irrlicht!: Get it here
Need help? Come on the IRC!: #irrlicht on irc://irc.freenode.net
Need help? Come on the IRC!: #irrlicht on irc://irc.freenode.net
Yeah, hardware skinning should be possible without altering the vertex format, but it might become quite difficult, cause md5 models construct one vertex out of several weights(weights are positions relative to a specific joint). Haven't thought much about it, yet. I just have some ideas how one could do it but i haven't tested them yet.
@BlindSide: I already found it ^^ but thanks
@BlindSide: I already found it ^^ but thanks

R2D2's Irrlicht Mods
Messed up with my database so the page is not working at the moment -.-
CPU: Core 2 Quad Q6700RAM: 4096 mb Graphics: Radeon 4850 512mb Sound: on board InternetConnection: DSL
Messed up with my database so the page is not working at the moment -.-
CPU: Core 2 Quad Q6700RAM: 4096 mb Graphics: Radeon 4850 512mb Sound: on board InternetConnection: DSL