D3 Materials
D3 Materials
Hello. I need Materials like Doom3/Quake4. Have you got any ideas for this?
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search at http://www.turbosquid.com
u will find many doom3 models
u will find many doom3 models
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i believe that he is referring to a shader with normal or parallax mapping.
you could check the nvidia shader libraryfor a hlsl one that you could integrate with irrlicht. how to do that, im not sure. i am starting with irr, just switched from another engine
you could check the nvidia shader libraryfor a hlsl one that you could integrate with irrlicht. how to do that, im not sure. i am starting with irr, just switched from another engine
No. In D3/Q4 are things called materials (it's same as Q3 Shader):
But I need only combine DiffuseMap,BumpMap,Specularmap,GlowMap,BlendFunc and HLSL shader.
How to combine it?
2) I have one animatedmesh and its scenenode and I need animate only one texture from the mesh. Is it possible?
Code: Select all
models/characters/marine/body
{
noSelfShadow
unSmoothedTangents
// materialType flesh
renderbump -size 1024 1024 -trace 0.07 -aa 2
models/characters/marine/body_local.tga
work/models/characters/marine/newbody_hi.lwo
diffusemap models/characters/marine/body_d.tga
bumpmap addnormals(
models/characters/marine/body_local.tga,
heightmap(
models/characters/marine/body_h.tga, 2
)
)
specularmap models/characters/marine/body_s.tga
{
blend add
map models/characters/marine/body_g.tga
}
}
How to combine it?
2) I have one animatedmesh and its scenenode and I need animate only one texture from the mesh. Is it possible?
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- Posts: 16
- Joined: Sun Nov 26, 2006 5:12 pm
- Location: Romania
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- Posts: 16
- Joined: Sun Nov 26, 2006 5:12 pm
- Location: Romania
as i mentioned before you could check out the nvidia shader library for examples, but note that hlsl shaders are restricted to DirectX use and glsl ones to OpenGL
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- Posts: 16
- Joined: Sun Nov 26, 2006 5:12 pm
- Location: Romania
trueDorth wrote:That's like saying you want someone to do the entire work for you...
are you sure you did? the first one in there, relief mapping has this description:Kalda wrote:I tried the NVidia shaders library but it doesn't work for me...
ringing any bells?This material shows and compares results from four popular and advanced schemes for emulating displacement mapping. They are: Relief Mapping, Parallax Mapping, Normal Mapping, and Relief Mapping with Shadows. Original File by Fabio Policarpo. (4 technique/s)
and for dynamic shadows and how to integrate the hlsl shader, you could look into the irrlicht documentation, or wait to be helped by a more advanced irrlicht userKalda wrote: any doom3 like bumpmapping shader
I'm also interested in shading materials, as far as I know there's HLSL for DX and GLSL for OpenGL. However there is nVidia's cg language which something different as is available in both formats throughout nVidia's cg libraries. Technically HLSL actually is based on cg, while GLSL in an extension of OpenGL.
I haven't got any idea if cg can be implemented in Irrlicht engine as I am a n00b. In case you want to get good at shading programming then you shall read OpenGL Redbook for GLSL programming, or something available for HLSL.
If you are too lazy than me , then you can get dozens of HLSL shader examples over the internet. Just google it!
I have found these until now...
nVidia's cg library.
http://developer.download.nvidia.com/sh ... brary.html
where a converter from HLSL2GLSL (in case of GL preferency) might come handy.
http://sourceforge.net/projects/hlsl2glsl
...and there is an alternate option, a special effects framework by khronos group for OpenGL called GLEffect (glfx for short), I think originally support donated by nVidia (not sure for this, please correct me if I'm wrong).
http://www.khronos.org/glfx/
By the moment I haven't tried anything above, I still do a research and I'll try to find a solution this week. I am ready to mess with shading programming due to my Bachelor thesis assignment, but it might worth the trouble for myself and also the community.
Cheers!
I haven't got any idea if cg can be implemented in Irrlicht engine as I am a n00b. In case you want to get good at shading programming then you shall read OpenGL Redbook for GLSL programming, or something available for HLSL.
If you are too lazy than me , then you can get dozens of HLSL shader examples over the internet. Just google it!
I have found these until now...
nVidia's cg library.
http://developer.download.nvidia.com/sh ... brary.html
where a converter from HLSL2GLSL (in case of GL preferency) might come handy.
http://sourceforge.net/projects/hlsl2glsl
...and there is an alternate option, a special effects framework by khronos group for OpenGL called GLEffect (glfx for short), I think originally support donated by nVidia (not sure for this, please correct me if I'm wrong).
http://www.khronos.org/glfx/
By the moment I haven't tried anything above, I still do a research and I'll try to find a solution this week. I am ready to mess with shading programming due to my Bachelor thesis assignment, but it might worth the trouble for myself and also the community.
Cheers!