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dot3 for the world...

Posted: Mon Jan 09, 2006 5:12 am
by wxb1
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...

Posted: Mon Jan 09, 2006 5:15 am
by wxb1
Oh... all the screen shots were not created by me some are snapshots made by others as well...

Posted: Mon Jan 09, 2006 12:17 pm
by Spyrewolf
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!

Posted: Mon Jan 09, 2006 3:26 pm
by wxb1
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....

Posted: Mon Jan 09, 2006 8:52 pm
by Veleran
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

Posted: Tue Jan 10, 2006 1:49 am
by Spyrewolf
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?

Posted: Wed Jan 11, 2006 10:21 pm
by wxb1
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...

Posted: Fri Jan 13, 2006 4:56 pm
by wxb1
@Veleran:


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

Posted: Fri Jan 13, 2006 7:20 pm
by GD1
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 :)

Posted: Sat Jan 14, 2006 6:59 pm
by Veleran

Posted: Wed Jan 25, 2006 3:39 am
by hike1
I've been using Gimp 2.2's normal map plugin to copy
Thief 3's, Thief's on the left.

Posted: Sat Feb 04, 2006 6:16 pm
by wxb1
using velerans heightmap...

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

Posted: Sat Feb 04, 2006 6:21 pm
by wxb1
normal map

Posted: Sat Feb 04, 2006 6:44 pm
by wxb1
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...