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TGE Bump mapping - first screens!
TGE Bump mapping - first screens!
| Name: | Koushik | |
|---|---|---|
| Date Posted: | Mar 25, 2008 | |
| Rating: | 4.8 out of 5 | |
| Public: | YES | |
| Comments: | YES | |
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| Profile Page: | View profile page for Koushik |
Blog post
As I had mentioned in my earlier post, I have been working with getting shaders onto DTS objects... once that was done, it was absolutely essential to get bump-mapping working, for that is one of the main reasons I started working on this.
Anyway, I have some images and a video to show-off in tis edition of "in-your-face shininess"... take it away folks!
Mandatory pics!



Even-more-mandatory video
Like they say, a movie speaks louder than a thousand pictures! (er... they actually say that, right?) You really should see this one, it shows off the light-effects better.
Bump mapping video
Please remember that this is still WIP. Most people think that getting bump-maps from the MK is straight forward, because the MK does come with a parallax-mapping shader. However, the way TGE 1.5 handles lighting on DTS objects is different from how it handles DIFs. You'll need to call the openGL lights in the shader, as the dynamic lights are stored in there. This was what I did to get per-pixel lighting to work, as outlined in my previous entry.
For the record, the normal maps for Kork (good 'ole loyal Korkie) and the crossbow were generated using a nifty little program called CrazyBump. I've generated some AO maps and some spec maps as well, but haven't used them yet. Definitely work for the future :)
Let me know what you think of it!
Anyway, I have some images and a video to show-off in tis edition of "in-your-face shininess"... take it away folks!
Mandatory pics!



Even-more-mandatory video
Like they say, a movie speaks louder than a thousand pictures! (er... they actually say that, right?) You really should see this one, it shows off the light-effects better.
Bump mapping video
Please remember that this is still WIP. Most people think that getting bump-maps from the MK is straight forward, because the MK does come with a parallax-mapping shader. However, the way TGE 1.5 handles lighting on DTS objects is different from how it handles DIFs. You'll need to call the openGL lights in the shader, as the dynamic lights are stored in there. This was what I did to get per-pixel lighting to work, as outlined in my previous entry.
For the record, the normal maps for Kork (good 'ole loyal Korkie) and the crossbow were generated using a nifty little program called CrazyBump. I've generated some AO maps and some spec maps as well, but haven't used them yet. Definitely work for the future :)
Let me know what you think of it!
Recent Blog Posts
| List: | 09/21/08 - Shaders galore! 08/05/08 - Major announcements! 06/16/08 - ...And the sun shines again!! 04/26/08 - TGE fur-rendering! 04/08/08 - TGE normalmapping take 2 (image heavy) 03/25/08 - TGE Bump mapping - first screens! 03/10/08 - Shaders and Shiny pictures!! |
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Submit your own resources!| T Squared (Thanhda Tie) (Mar 25, 2008 at 01:50 GMT) |
| Ryan Jaeger (Mar 25, 2008 at 02:04 GMT) |
I really can't tell because the scene and character are so dark and contrasted.
| Koushik (Mar 25, 2008 at 02:54 GMT) |
I'm running an onboard GeForce 6150FX integrated with an Athlon Dual processor on a friend's system (I have a GeForce2MX... lol), at 2.5 GHz. At 640 by 480, 32-bit color, I get around 35-40 fps quite easily. I suppose I could increase that a bit by increasing the alloted memory on the GPU (the card uses shared-memory). With only the MK built-in, I'd get around 40 fps, so not much of a difference.
@Ryan:
By bump-mapping, I presume you're referring to emboss bump-mapping? That is kinda old right now... in fact it could be done even without a shader call, by just using multitexturing and a cube-map for normalization. I suppose that would work even on cards that don't support high-level shaders, but can handle multitexturing. (I also think that TGE had some of this built-in, if you look through the DTS-SDK, you'll find references to a bump-map, though it was not implemented). This one is normal mapping. I've used the terms interchangeably though.
As for the darkness and high contrast, it was meant show off the bumpy effect. I generated normal maps from the stock TGE character texture, so the bumpiness was marred by the texture. I thought by increasing the disparity between the dark areas and the specular highlights, the effect would look more pronounced... like I said, its still WIP though...
| Ryan Jaeger (Mar 25, 2008 at 03:08 GMT) |
Try creating a normal w/o enhancing the contrast and take some screenshots on a well lit* map.
Play around with 2 different color lights with subject just at the edge of the light sphere and see what you get.
Edited on Mar 25, 2008 10:39 GMT
| Jason Gossiaux (Mar 25, 2008 at 06:05 GMT) |
| Daniel Buckmaster (Mar 25, 2008 at 07:39 GMT) Resource Rating: 5 |
| Cory Anderson (Mar 25, 2008 at 15:49 GMT) Resource Rating: 5 |
| Koushik (Apr 06, 2008 at 06:22 GMT) |
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4.8 out of 5


