http://www.turbosquid.com/3d-models/sto ... ree/561881
http://www.youtube.com/watch?v=U9r5qMP5GX4
![Image](http://img839.imageshack.us/img839/6097/stonepack103.jpg)
![Image](http://img183.imageshack.us/img183/4360/stonepack1texture100.jpg)
![Image](http://img822.imageshack.us/img822/118/stonepack1detail01.jpg)
No an xml model is not necessary for ogre, but it is necessary to convert the ogre file to xml in order to import it into Equity. The xml converter was written by the ogre team and that is not faulty but your ogre files cause it to crash proving that it is your ogre files that are faulty.An xml model is necessary to export along the mesh material and skeleton?Or is it just a model that can be instanced and can be created inside the level editor?
I already can bumpmap models its just that the method is very long and conveluted and I am rather busy with GameDirector. I may bumpmap it soon and I will put up a picture when I do.I hope later you find the appropriate text for the normal bump shader to use the normal maps too.
Code: Select all
material Cot_Limewash
//Examples/BumpMapping/MultiLight
{
// this is the preferred technique which uses both vertex and
// fragment programs and supports coloured lights
technique
{
// base ambient pass
pass
{
// base colours, not needed for rendering, but as information
// to lighting pass categorisation routine
ambient 1 1 1
diffuse 0 0 0
specular 0 0 0 0
// really basic vertex program
// NB we don't use fixed functions here because GL does not like
// mixing fixed functions and vertex programs (depth fighting can
// be an issue)
vertex_program_ref Ogre/BasicVertexPrograms/AmbientOneTexture
{
param_named_auto worldViewProj worldviewproj_matrix
param_named_auto ambient ambient_light_colour
}
}
// wow do the lighting pass
// NB we don't do decal texture here because this is repeated per light
pass
{
// base colours, not needed for rendering, but as information
// to lighting pass categorisation routine
ambient 0 0 0
// do this for each light
iteration once_per_light
scene_blend add
// vertex program reference
vertex_program_ref Examples/BumpMapVP
{
param_named_auto lightPosition light_position_object_space 0
param_named_auto worldViewProj worldviewproj_matrix
}
// fragment program
fragment_program_ref Examples/BumpMapFP
{
param_named_auto lightDiffuse light_diffuse_colour 0
}
// base bump map
texture_unit
{
texture Cottage\Cot_Limewash_N.png
colour_op replace
}
// normalisation cube map
texture_unit
{
cubic_texture nm.png combinedUVW
tex_coord_set 1
tex_address_mode clamp
}
}
// decal pass
pass
{
// base colours, not needed for rendering, but as information
// to lighting pass categorisation routine
lighting off
// really basic vertex program
// NB we don't use fixed function here because GL does not like
// mixing fixed function and vertex programs (depth fighting can
// be an issue)
vertex_program_ref Ogre/BasicVertexPrograms/AmbientOneTexture
{
param_named_auto worldViewProj worldviewproj_matrix
param_named ambient float4 1 1 1 1
}
scene_blend dest_colour zero
texture_unit
{
texture Cottage\Cot_Limewash.dds
}
}
}
// this is the fallback which cards which don't have fragment program
// support will use
// Note: this still requires vertex program support
technique
{
// base ambient pass
pass
{
// base colours, not needed for rendering, but as information
// to lighting pass categorisation routine
ambient 1 1 1
diffuse 0 0 0
specular 0 0 0 0
// really basic vertex program
// NB we don't use fixed function here because GL does not like
// mixing fixed function and vertex programs (depth fighting can
// be an issue)
vertex_program_ref Ogre/BasicVertexPrograms/AmbientOneTexture
{
param_named_auto worldViewProj worldviewproj_matrix
param_named_auto ambient ambient_light_colour
}
}
// now do the lighting pass
// NB we don't do decal texture here because this is repeated per light
pass
{
// base colours, not needed for rendering, but as information
// to lighting pass categorisation routine
ambient 0 0 0
// do this for each light
iteration once_per_light
scene_blend add
// vertex program reference
vertex_program_ref Examples/BumpMapVP
{
param_named_auto lightPosition light_position_object_space 0
param_named_auto worldViewProj worldviewproj_matrix
}
// base bump map
texture_unit
{
texture Cottage\Cot_Limewash_N.png
colour_op replace
}
// normalisation cube map, with dot product on bump map
texture_unit
{
cubic_texture nm.png combinedUVW
tex_coord_set 1
tex_address_mode clamp
colour_op_ex dotproduct src_texture src_current
colour_op_multipass_fallback dest_colour zero
}
}
// decal pass
pass
{
lighting off
// really basic vertex program
// NB we don't use fixed function here because GL does not like
// mixing fixed function and vertex programs, depth fighting can
// be an issue
vertex_program_ref Ogre/BasicVertexPrograms/AmbientOneTexture
{
param_named_auto worldViewProj worldviewproj_matrix
param_named ambient float4 1 1 1 1
}
scene_blend dest_colour zero
texture_unit
{
texture Cottage\Cot_Limewash.dds
}
}
}
}