Page 2 of 3

Posted: Sat Feb 04, 2006 9:07 pm
by AndyCR
there should be a checkbox when saving as tga in gimp which says something like "first pixel in lower right corner", maybe that's the cause of the upsidedown-ness. at least in another engine ive always had to check it to get it to show up right side up. ignore this if other tgas worked the way you were doing it.

Posted: Sun Feb 05, 2006 1:20 am
by hike1
I put Veleran's archtop 0 and B BN0, BNB in a level, didn't
see any bumps, what am I missing?

Posted: Sun Feb 05, 2006 7:45 pm
by Veleran
Thanks for posting the pics with my bump.

I recomend less tiling,perhaps like this .

Posted: Sun Feb 05, 2006 9:51 pm
by wxb1
hike1 wrote:I put Veleran's archtop 0 and B BN0, BNB in a level, didn't
see any bumps, what am I missing?
You will have to use an actor file at this time as I've not released the code for dot3 for the world yet... still working on it....

Posted: Mon Feb 06, 2006 4:39 am
by hike1
Has anyone ever made a DOT 3 actor using 3ds Max .nfo files?
I don't think they work.

Posted: Mon Feb 06, 2006 6:28 am
by Veleran
They work,just name the material prperly,i too use Max-and im counting on dot3 for the actors.

Basically i build all pawns and the player again with the materials named BN0_texture,add the extra materials of the bumps (BNB_texture)
and if i dont want to use the normal maps i can always delete the extra materials-

i hope the prefix does nt matter if i have deleted the normal maps in the build
-i think if the engine doesnt find extra materials it will stop searching for BNb_texture without framerate loss.

Posted: Mon Feb 06, 2006 1:07 pm
by AndyCR
also, make sure the material's name is BN0_ and so on, not just the filename, that tripped me up before.

Posted: Mon Feb 06, 2006 4:37 pm
by hike1
Basically i build all pawns and the player again with the materials named BN0_texture,add the extra materials of the bumps (BNB_texture)

When actor studio asks for the name of the extra materials,
what do you put? Suppose your main material name is
BN0_archtop, would you put that? Or, since you're adding
BNB_archtop.tga, would you put in BNB_archtop? Because
when I put BNB for the extra material it didn't add it, but putting
BN0, it added it, not that anything looked bumpy after I made
the .act file.

Posted: Mon Feb 06, 2006 4:46 pm
by AndyCR
add BN0_whatever in max, name the material BN0_whatever, then in astudio make an extra material using BNB_whatever, and with the name BNB_whatever. could be BNN_, dont remember which. you might try both.

Posted: Tue Feb 07, 2006 4:57 am
by Veleran
Hey-its a .BMP-not a .tga i use for the bump!
Did you use a .tga?-i thought .tga's with mask are for transparency-not bumps.

For me the actor normal mapping works like this.

BN0_SpottedJaguar _________ base material when exporting the actor
BNB_SpottedJaguar _________ name of extra material in Actor studio builder.

The name of the map slot and of the bitmap doesnt matter at all.
Its the main material name that matters,and specially-
the bump is a .bmp.

Posted: Tue Feb 07, 2006 10:08 pm
by wxb1
Veleran wrote:Hey-its a .BMP-not a .tga i use for the bump!
Did you use a .tga?-i thought .tga's with mask are for transparency-not bumps.
I use TGA's as the appliction I use to generate the normal maps only output in TGA... I've never used BMP's for the normal map but it should work as long as the application generating the normal map preserves the rgb values after the normal map is created.

Posted: Sun Feb 12, 2006 2:20 am
by wxb1
More dot3 images

Posted: Sun Feb 12, 2006 2:26 am
by wxb1
more dot3

Posted: Sun Feb 12, 2006 3:38 am
by AndyCR
looking amazing, great job! :D

Posted: Sat Feb 18, 2006 3:46 pm
by wxb1
Well... this thing is basically done but there are a few issues but they are not show stoppers for me right now...

My issues are:

1) sometimes unexpected or un-even lighting?(hard to explain actually)
I believe it has to be due to tangent space creation on a face that's been split (doesn't seem to happen with solid non-split faces)

2) light popping (happens with actors too but can be remedied by mixing two or more lights contributions I believe...

3)since brushes are split I must actually bring them back together for tangent space creation and I have a way to do this but I must confirm that it works in ALL cases.

4) I really don't know what the speed hit is yet...

5) I need to add support for static lights...