dot3 for the world...
dot3 for the world...
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...
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...
Hi Wxb1,
i was thinking the other day that i haven't seen you round for a bit,
guess you've been busy.
Nice!
i was thinking the other day that i haven't seen you round for a bit,
guess you've been busy.
those screens looks great, having a dot3 world will be cool, and add yet another layer of realism as well as updating the engine visuallyI've been working dot3 for the world and I believe it's starting to come together..
Nice!
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
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
- Attachments
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- Stone_Ruins_!_Bump_5_sample.JPG (6.97 KiB) Viewed 2698 times
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...
normal map
- Attachments
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- BNB_archtop.zip
- (148.67 KiB) Downloaded 160 times
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- BNB_archtop.tga
- (191.89 KiB) Downloaded 969 times
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...