Author Topic: Bump mapping  (Read 6904 times)

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I already wrote, that I only own a GeForce 3...
But for now I can play almost all games!

 

Offline Bobboau

  • Just a MODern kinda guy
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I intend on makeing a shader system that can handle full/partal/or no shader suport, that is once I get done with my current projects, unfortunately people are slow to test things like the animation system and weapon models
Bobboau, bringing you products that work... in theory
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DEUTERONOMY 22:11
Thou shalt not wear a garment of diverse sorts, [as] of woollen and linen together

 
Does your shader system support ps/vs 3.0 then?
My Sytem

Wer das liest ist doof!

  

Offline Bobboau

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it would if/when I got started on it.
Bobboau, bringing you products that work... in theory
learn to use PCS
creator of the ProXimus Procedural Texture and Effect Generator
My latest build of PCS2, get it while it's hot!
PCS 2.0.3


DEUTERONOMY 22:11
Thou shalt not wear a garment of diverse sorts, [as] of woollen and linen together

 

Offline DaBrain

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Woohoo, this is great, go for it Bob.

Banzai! Banzai! Banzai!



I want so suggest a system that allows using post filter fragment programs via choice in FRED like the skyboxes can be choosen.

This would be great for some mods.
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SoL is looking for a sound effect artist
Please PM me in case you want to apply
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Shadows of Lylat - A Freespace 2 total conversion
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Offline Taristin

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Quote
Originally posted by Bobboau
once I get done with my current projects, unfortunately people are slow to test things like the animation system and weapon models
Freelance Modeler | Amateur Artist

 

Offline Bobboau

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yes funny how once tha gets mentioned everyone goes silent

and goob wonders why I never finish one thing before starting another
Bobboau, bringing you products that work... in theory
learn to use PCS
creator of the ProXimus Procedural Texture and Effect Generator
My latest build of PCS2, get it while it's hot!
PCS 2.0.3


DEUTERONOMY 22:11
Thou shalt not wear a garment of diverse sorts, [as] of woollen and linen together

 

Offline Turambar

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will these be the RGP normal maps, or grayscale heightmaps?
10:55:48   TurambarBlade: i've been selecting my generals based on how much i like their hats
10:55:55   HerraTohtori: me too!
10:56:01   HerraTohtori: :D

 

Offline Taristin

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Yeah. Anything that requires the slightest bit of work on their part is convieniently overlooked. :doubt:

If I knew how to use the system, maybe I'd try a few simple things, but until then, I'll stick to my usual modelling ways.
Freelance Modeler | Amateur Artist

 

Offline DaBrain

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... look at my posting in the weapons thread...
--------------------------------------------------
SoL is looking for a sound effect artist
Please PM me in case you want to apply
---------------------------------
Shadows of Lylat - A Freespace 2 total conversion
(hosted by Game-Warden)
----------------------------------

 

Offline Bobboau

  • Just a MODern kinda guy
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    And MODest too
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yes, and as your reward I will post speculation on what I may one day do.

how's this sound you are able the write a post procesing filter and specify variables that effect it that you can script via sExps.

the way I'm thinking about writeing the primary shader system is haveing a table that specifies three ways to render a model, a fixed function system, a system that has a vertex shader but still requiers a fixed function raster step (wich you specify in a fashion similar to the full fixed function material) and a full vertex/pixel shader system. there will be code to decide wich one of these gets used (wich can be overiden via comand line).

the way shaders are going to be writen would be to use a API independent HLSL, I am currently leaning twards Cg. I'm thinking it would be a good idea to have it broken down into sections to you have a section of a shader dealing with transformation, a section dealing with an individual light (of a specific type, we have three types) and texture coordanant generation and anything else that needs to get done after lighting is done.
there will be a number of predefined variables such as the transformation matrix, the light list, camera position, primary/secondary/teritery textures ect, as well as pre defined vertex data position, normal, uv, ect, you will be limited by what data types have been predefined (and somewere in the shader entree you will need to define what you are going to need) but it should be a simple task to add new variables and data types.
Bobboau, bringing you products that work... in theory
learn to use PCS
creator of the ProXimus Procedural Texture and Effect Generator
My latest build of PCS2, get it while it's hot!
PCS 2.0.3


DEUTERONOMY 22:11
Thou shalt not wear a garment of diverse sorts, [as] of woollen and linen together

 

Offline DaBrain

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Sounds VERY good to me.
--------------------------------------------------
SoL is looking for a sound effect artist
Please PM me in case you want to apply
---------------------------------
Shadows of Lylat - A Freespace 2 total conversion
(hosted by Game-Warden)
----------------------------------

 

Offline Kai

  • 24
wow..get it  done asap Bobboau
Just another FS2 maniac

 

Offline Bobboau

  • Just a MODern kinda guy
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test, code, now!

I want to do this, but I can't untill my current stuff is done, test my current stuff! ...damit!
Bobboau, bringing you products that work... in theory
learn to use PCS
creator of the ProXimus Procedural Texture and Effect Generator
My latest build of PCS2, get it while it's hot!
PCS 2.0.3


DEUTERONOMY 22:11
Thou shalt not wear a garment of diverse sorts, [as] of woollen and linen together

 

Offline Kai

  • 24
ehm..and what is your current stuff? the multiple ship docking?
Just another FS2 maniac

 

Offline Col. Fishguts

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Quote
Originally posted by Kai
ehm..and what is your current stuff? the multiple ship docking?


The animation system ...check the "Recent SCP Builds" subforum.
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Offline Kai

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checked...and found nothing. you mean the animated textures on (mainly) shivan ships?
Just another FS2 maniac

 

Offline Taristin

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No, the animated subobject code.

The weapons model code, and a few others...

This one:
http://www.hard-light.net/forums/index.php/topic,30458.0.html

And quite possibly this one
http://www.hard-light.net/forums/index.php/topic,29515.0.html
Freelance Modeler | Amateur Artist

 

Offline Kai

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sorry but the external weapons is imho a dumb idea..
Just another FS2 maniac

 

Offline Flaser

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Quote
Originally posted by Kai
sorry but the external weapons is imho a dumb idea..


Get off the high horse.

Said code would make tons of things possible. Add pods, parts ect. ect. to the ship - anything you want to add to the ship without creating a separate model.
...and with tertiary systems, and modular ships that isn't something you really want to do.

The animation code also makes it possible to have animating subobjects - moving hangar doors, turrets with protective cover, ect. ect.
"I was going to become a speed dealer. If one stupid fairytale turns out to be total nonsense, what does the young man do? If you answered, “Wake up and face reality,” you don’t remember what it was like being a young man. You just go to the next entry in the catalogue of lies you can use to destroy your life." - John Dolan