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Re: Bump mapping for Animated meshes

Posted: Thu Nov 05, 2015 6:00 pm
by robmar
Wow, all that detail looks more like its in the mesh than bump mapped!
Your shader is GLSL right?

Re: Bump mapping for Animated meshes

Posted: Thu Nov 05, 2015 6:07 pm
by Vectrotek
It's an HLSL shader of which I have an almost identical GLSL version.
Glad you like it! :D

Re: Bump mapping for Animated meshes

Posted: Thu Nov 05, 2015 6:39 pm
by robmar
Just saw you posted the HLSL, looks more complex than any I have seen to date!

You are using cubemaps? So is this a pixel lighting, reflection and bump map shader?

Re: Bump mapping for Animated meshes

Posted: Thu Nov 19, 2015 8:29 pm
by Vectrotek
Hey Glitch! Where are you buddy? We'd love to see what you're up to!
Maybe a little screenshot? yes?
I'm busy with a program that asks the user which driver to use i.e. GLSL or HLSL.
The main thing is to have the option available to users and to keep platform options open.
I've finally got my shader with all its functions in both GLSL and HLSL format.
Will post it as soon as I can.

Re: Bump mapping for Animated meshes

Posted: Thu Nov 19, 2015 10:22 pm
by The_Glitch
I'm still here bud, just been busy with school about to be out for a week. I've been trying to get HDR going I've gotten good results but some objects look overexposed while others don't.

Re: Bump mapping for Animated meshes

Posted: Fri Nov 20, 2015 1:07 pm
by Vectrotek
Sounds interesting.. Keep going!

Re: Bump mapping for Animated meshes

Posted: Mon Nov 23, 2015 6:29 pm
by The_Glitch
Image

Fixed characters being overexposed in the scene.

Re: Bump mapping for Animated meshes

Posted: Mon Nov 23, 2015 8:53 pm
by Vectrotek
Aaaaargh! GLITCH! That's Flippin Cool!
I'll tell you what, If I could do that I'd not be studying!
You got the "Metallic" surface just right!
Cool Particle systems! (micro meteorites or fallout) Reflection very visible on the Wall!
Looks like a kind of Attenuated Fall-off Spotlight?
I like the Bumps on the ground! Normal/Bump Map perfect! You're making a Post Apocalyptic game?
Keep going bud!

By the way, you are studying hard ain't ya?
It IS important!

Phew! That is cool!!
(I'm trying to handle Irrlicht lights and then feed their data like position etc to the shader instead of just tweaking them inside the shader)
Looked at HDR, but that's still a way off for me..

Re: Bump mapping for Animated meshes

Posted: Tue Nov 24, 2015 2:26 am
by The_Glitch
Yeah bud trying to get a decent job that doesn't suck lol.

Reflections on the masterchief look great, the environment uses my RNM light map shader, the light on the ground is from a flashlight for the player I just never put the flashlight in the scene.
The particles are snow kinda like silent hill.

Re: Bump mapping for Animated meshes

Posted: Tue Nov 24, 2015 3:19 am
by The_Glitch
Vec you got any environments I can use for lighting and testing just don't have the time to create my own in 3ds max lately.

Re: Bump mapping for Animated meshes

Posted: Tue Nov 24, 2015 6:14 am
by Vectrotek
I could PM you a link to some experimental levels in "Alias Wavefront" "*.obj" and "*.mtl" format.
Diffuse Surface Textures Included.
I haven't yet got Normal Mapping working for them yet but the diffuse maps are cool and there are lightmaps.
I see you,re using Max, I use Blender, but "*.obj" is a pretty common format..
I dont know how you handle your levels in terms of colision detection etc (maybe *.irr?)
So, I only have "*.obj" and I'm still looking for a good format for Levels that can properly
be frustum culled or BSD'd etc. (I dont know much about these things yet)..
"Tubras" had a cool thing going with his "*.IRR" generator but the fact
that it is an ASCII format makes it take a very long time to load is a concern.. I read that he was working
on an Binary format for this, but I couln't find anything yet.
I also looked at Coppercube and IrrEdit (same thing). (The latest Copper cube has a bug in its *.obj exporter)
I know that Irrlicht handles ID's old Quake 3 BSP's and Maps quite well.
The problem with these is actually creating them with things like Net.Radiant etc.
I did post a small level that uses lightmaps in "*.irr" format.

"Board index ‹ Game Development ‹ Everything 2d/3d Graphics < Modular Level Design with Lightmaps"
There is a small screenshot..

You can get the complete Project and a precompiled "*.exe" (3.3 Megs) here:

http://s000.tinyupload.com/?file_id=477 ... 8516182670

I was considering splitting an object into smaller sets of polygons that would fit into a 3D grid of cubes
which could then be "frustum culled" but it will take a while before I get there.

If you wait a while I cound post a similar thing to the link above with a slightly more detailed "level" under that same forum subject.

I was considering to look at level management in more detail once shaders are done, but I still want to work on Fog and Lighting
by feeding Irrlicht lights into the shader.

Have you looked at Blender and its global support lately? Phenomenal!

Re: Bump mapping for Animated meshes

Posted: Tue Nov 24, 2015 2:54 pm
by Vectrotek
Here is a full project that loads an "*.irr" scene which in turn loads "*.irrmesh" objects.
I used this is it was at the time the only way I knew to get an object with TWO sets of UVs.
I'm working on another method but this seems cool.
It could fit into this forum as I'd like to know how to have multiple texture coords sent
to the shader.

Screenshot:
This tiny image thing is proving itself to not be as great!!
Here is the FULL PROJECT:
http://s000.tinyupload.com/?file_id=536 ... 8407653343

Re: Bump mapping for Animated meshes

Posted: Tue Nov 24, 2015 3:13 pm
by Vectrotek
Here is a zip file containing TWO versions of the same object.

http://s000.tinyupload.com/?file_id=182 ... 6460559163

The first version is the Level with UVS that are ready for tiling image maps onto it.
These Uvs eceed the 1 x 1 square which is what makes the images scaleable.
It also has different materials refering to different images.

The second version has one material and UV's generated in such a way that they do not
overlap.
These non overlapping UV's inside the 1 x 1 square makes things like baked Lightmaps
possible.

These two models were combined into a single *.irr and a set *.irrmesh files that facilitate
"Multiple UVs" for a single object.

You can import this into Max and work from there, but I'd suggest you give Blender a good look
because it kicks ass and has a massive global following! (uncannily seems made for real-time graphics)
I seem to have lost the model for the lights but if you use IRR edit or Coppercube
you can reconvert the "*.irrmesh" to "*.obj" (my backups are far away in a safe)

I have one question: How do I make my own Vertex Format with enought space
that apart from the usuall stuff could hold Tangent, Binormal and a Second Set of UVS?
This second set of UVs could be used for Realtime shadow maps on Characters and normal lightmaps..

Here are Blender Screeshots of the Object with "LIGhTMAP UVS"
and of the object with "TILEABLE IMAGE UVS"..

Re: Bump mapping for Animated meshes

Posted: Tue Nov 24, 2015 3:20 pm
by Vectrotek
This shows how the UVs exceed the standard 1x1 square sothat images can be "shared" by many polygons and UVs can be "Scaled" for the Tile Sizes..
This is the Diffuse Image UV Set.
Image

Re: Bump mapping for Animated meshes

Posted: Tue Nov 24, 2015 3:23 pm
by Vectrotek
This shows how the UVs all fall within the standard 1x1 square and that there is NO OVERLAPPING making AO and Light map "baking" possible.
Image