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rgb2texture not picking normal maps
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i tried giving terrain good look using normal map but stuck. I used shadmar (or genetransfer) shader rgb2tex. I used the script which to set the normal map texture but its not picking normal map.  Is anyonce has idea whats going on.

the script which i wrote is

void Main()
{
int nmA=0, nmB=0, nmC=0,nmR=0,nmG=0;
if (iInitializing())
{
nmR = iShaderTextureCreate(".\\SE_Textures\\userTextureA_NM.dds");
nmG = iShaderTextureCreate(".\\SE_Textures\\userTextureB_NM.dds");
nmB = iShaderTextureCreate(".\\SE_Textures\\userTextureC_NM.dds");
}
iShaderTextureSet(OBJ_0, "userTextureA_NM", nmR);
iShaderTextureSet(OBJ_0, "userTextureB_NM", nmG);
iShaderTextureSet(OBJ_0, "userTextureC_NM", nmB);
}

The code is copied as described by shader tutorial on 3d rad
on xp (if i remember) it executed if i know but on windows7 its not running.
Created on: 2 weeks ago
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16 Posts

BIT MORE DETAILS ABOUT SHADERS


Basic Shaders

0014_user_bumpy_tile  - Supports all lightmodes sunlight, 4 pointlights, fog

Same as 0003_pp_bumpy




0015_user_bumpy_glossy_tile  - Supports all lightmodes sunlight, 4 pointlights, fog

Same as 0004_pp_bumpy_glossy




0016_user_tile  - Supports all lightmodes sunlight, 4 pointlights, fog, envmap reflection

Same as 0000_default




0017_user_glossy_tile  - Supports all lightmodes sunlight, 4 pointlights, fog, envmap reflection

Same as 0002_pp_smooth_glossy

0020_user_cel  - WITH OUTLINE - Cel shader for cartoonish look - Supports all lightmodes sunlight, 4 pointlights, fog, envmap
reflection (reflection is also cel shaded)

Special settings:

1. you can set outline thickness via "Bump Amplitude" in the skinmesh dialog

0022_user_wireframe  - Wireframe shader - Supports all lightmodes sunlight, 4 pointlights, fog, envmap reflection.

0025_user_vegetation  - Supports all lightmodes (not backfaces) sunlight, 4 pointlights, fog, envmap reflection

This shader does not cull backsides and does alphatests to make textures inter-transparent.

- Works great on X-trees, trees, grass, bushes etc.

0046_user_rim_bumpy_glossy_tile  - Supports all lightmodes sunlight, 4 pointlights, fog

Special settings:

1. You can finetune fresnel for rim reflection or lightning by a simple script.
  iShaderFloatSet(OBJ_0," Fresnel_Start", float);
    iShaderFloatSet(OBJ_0," Fresnel_End", float);
    iShaderFloatSet(OBJ_0," Fresnel_Multiplier", float);
    iShaderFloat4Set(OBJ_0," Fresnel_Color", floatR,floatG,floatB,floatA);
0047_user_rim_bumpy_tile  - Supports all lightmodes sunlight, 4 pointlights, fog

Special settings:

Same as above.

0048_user_rim_glossy_tile  - Supports all lightmodes sunlight, 4 pointlights, fog

Special settings:

Same as above.

Car using rim reflection - Tip: Set reflection factor 2 in the skinmesh dialog.

0049_user_rim_tile  - Supports all lightmodes sunlight, 4 pointlights, fog

Special settings:

Same as above.

Texture Shaders

0030_user_lightmap_bumpy  - Supports all lightmodes sunlight, 4 pointlights, fog

Required textures - must be placed in the skinmesh folder

- 000_nm.<ext>      - Normalmap - (ext can be any supported image format .jpg .bmp .dds .png)

- userTextureA.dds  - LightMap, this has to be a DXT1 dds texture, it will blend with the mesh texture, does not tile.
0031_user_lightmap_glossy  - Supports all lightmodes sunlight, 4 pointlights, fog, envmap reflection

Required textures - must be placed in the skinmesh folder

- userTextureA.dds  - LightMap, this has to be a DXT1 dds texture, it will blend with the mesh texture, does not tile

0032_user_lightmap - Supports all lightmodes sunlight, 4 pointlights, fog, envmap reflection

Required textures - must be placed in the skinmesh folder

- userTextureA.dds  - LightMap, this has to be a DXT1 dds texture, it will blend with the mesh texture, does not tile

0034_user_specmap_bumpy_glossy  - Supports all lightmodes sunlight, 4 pointlights, fog

Required textures - must be placed in the skinmesh folder

- 000_nm.<ext>      - Normalmap - (ext can be any supported image format .jpg .bmp .dds .png)

- userTextureA.dds  - SpecMap, this has to be a DXT1 dds texture, it will add specular lighting to mesh texture, tiles.
  
0035_user_specmap_glossy  - Supports all lightmodes sunlight, 4 pointlights, fog

Required textures - must be placed in the skinmesh folder

- userTextureA.dds  - SpecMap, this has to be a DXT1 dds texture, it will add specular lighting to mesh texture, tiles.

ETC ETC


0090_user_rgb2tx_bumpy_tile  - Supports all lightmodes sunlight, 4 pointlights, fog

Required textures - must be placed in the skinmesh folder

- 000_nm.<ext>      - Normalmap - (ext can be any supported image format .jpg .bmp .dds .png) - (this is repeated 100 times by
default)

- userTextureA.dds  - Could be Rock texture, this has to be a DXT1 dds texture, this will mapped to mesh Red Color

- userTextureB.dds  - Could be Grass texture, this has to be a DXT1 dds texture, this will mapped to mesh Green Color

- userTextureC.dds  - Could be Sand texture, this has to be a DXT1 dds texture, this will mapped to mesh Blue Color

Optional settings:

1. you can repeat all 4 texture UV via "Bump texture Tiles" in the skinmesh dialog (optional via script)

2. you can finetune individual texture UV repeatitions by a simple script using
iShaderFloat4Set(OBJ_0, "tileRGBN",floatA,floatB,floatC,floatN) and link to skinmesh. (PS! this is multiplied with the number set in 1.)
Created on: 1 week ago
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