dot3 for the world...

Programming Reality Factory and Genesis3D.
wxb1
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dot3 for the world...

Post by wxb1 » Mon Jan 09, 2006 5:12 am

Hi All,

I've been working dot3 for the world and I believe it's starting to come together... I've posted some some general RF screenshots and the dot3 screenshots to sbcglobal site here:

http://photos.yahoo.com/wendellbuckner@sbcglobal.net

The dot3 world screens are listed from screen000dot3.jpg - screen004dot3.jpg...

wxb1
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Post by wxb1 » Mon Jan 09, 2006 5:15 am

Oh... all the screen shots were not created by me some are snapshots made by others as well...

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Spyrewolf
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Post by Spyrewolf » Mon Jan 09, 2006 12:17 pm

Hi Wxb1,

i was thinking the other day that i haven't seen you round for a bit,
guess you've been busy.
I've been working dot3 for the world and I believe it's starting to come together..
those screens looks great, having a dot3 world will be cool, and add yet another layer of realism as well as updating the engine visually

Nice!

wxb1
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Post by wxb1 » Mon Jan 09, 2006 3:26 pm

I haven't had a lot of time to play with RF/genesis... but I'm creeping along... I think I will have more time this year though to play....

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Post by Veleran » Mon Jan 09, 2006 8:52 pm

Wxb1-Here is a stonewall bump i made with clear height levels if you like to try.
I made it it with tgatodot3 by converting a heightmap-i hope the world dot3 wont have inverted normals like the actor dot3
i mean the heightmap was not inverted before the conversion to dot3 as i did for the actors.
The heightmap was like this as a bump map in 3ds Max.



Its temporary there:

http://veleran.tripod.com/Misc/_Bump_5DOT3.JPG
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Spyrewolf
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Post by Spyrewolf » Tue Jan 10, 2006 1:49 am

Veleran do you have photoshop?

if so the normal map plugin of the Nvidia site has an 'invert normal' option

but i've found that come out the right way around for me are you sure it's not the software your using?

wxb1
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Post by wxb1 » Wed Jan 11, 2006 10:21 pm

I will try to take a look at it... most likely this weekend... and I will post my results but my guess is that Spryewolf is correct... that it may be a setting in your application your using to create the normal map... But I'll test you heightmap to be sure... One thing that you should know is that I expect z axis vector of the normal map to point in the positive z direction. I know some normal map programs allow you to change which is the dominate axis and flip directions of the axis as well...

wxb1
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Post by wxb1 » Fri Jan 13, 2006 4:56 pm

@Veleran:


Please post your heightmap so I can send it through the process I use to create normals ...

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Post by GD1 » Fri Jan 13, 2006 7:20 pm

Awesome screens! If we can get Dot3 on level geometry AND get it to respond to static lighting the look of our games will improve a hundred times over.

Keep us posted :)
Check out my band
Tougher Than Fort Knox
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Post by Veleran » Sat Jan 14, 2006 6:59 pm

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Post by hike1 » Wed Jan 25, 2006 3:39 am

I've been using Gimp 2.2's normal map plugin to copy
Thief 3's, Thief's on the left.
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wxb1
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Post by wxb1 » Sat Feb 04, 2006 6:16 pm

using velerans heightmap...
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wxb1
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Post by wxb1 » Sat Feb 04, 2006 6:18 pm

using velerans heightmap...
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Post by wxb1 » Sat Feb 04, 2006 6:21 pm

normal map
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wxb1
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Post by wxb1 » Sat Feb 04, 2006 6:44 pm

I'm not totally sure if this the problem but I did have a problem with the your heightmap after I created the *.tga file... I corrected the problem by removing the alpha map that was inside *.tga before adding it to the actor/world... (I never noticed this as a problem before because whenever I make a normal map it's always upside down so I have to flip it right side up and gimp allways removes the alpha channel).You should be able to use 24-bit true color images (*.bmp) but I'm not sure this will work right now (I will need to do more testing)... For now use *.tga files only and remove the alpha map... let me know if this works for you...

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