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3 Dimensional Chat / Bump Mapping Problem - Bright White Patches on Scraggle's Planets

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vibe runner
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Posted: 27th Feb 2007 16:44
Hi

Got a Bump Mapping problem. I make a sphere and apply the Scraggle texture and Bump Map, and rotate the sphere.

It's fine, looks great, EXCEPT there are bight white patches where the camera is shining. I mean it turns from getting slightly brighter to fullbrite/white. If I put on the light map the bright white moves round to the shaded area.

Anyone have any idea about this problem? Is it common, and thus quick to solve, or do I need to make screenshots and upload code?

Dared1111
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Posted: 27th Feb 2007 17:03
just try lowering the rgb on the light to like 100,100,100

[link]"http://www.greatgamesexperiment.com/user/Dared1111/" my account on GGE[\link]
vibe runner
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Posted: 1st Mar 2007 14:20
Still having the problem.



And I'm having transparency problems on my saturn rings.



I encloes the code in a ZIP file, with the rings texture, but not the planets (search for Scraggle's Planets Free To A Good Home thread - I'm worried I'm not a good home, and I want to be.)

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dark coder
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Posted: 1st Mar 2007 15:29
Getting planets to look good in realtime is very hard and takes alot of tweaking, in the normal map shader I used for my game I had to specify a Specular Map texture, this texture was basically a cube map for the lighting to use, and if you raised things like the ambient brightness of it then the reflection would dim, and vice vera. So while fiddling around with this eventually you can get a nice subtle shading effects and not some very sharp specular like you mentioned.

Also about the planets rings, I find that use a ghosted object to be the best, as it's easy to setup(creation wise) and looks nice with the alpha blending, I noticed in your screenshot your ring is just a textured plain, I would highly recommend you use a cylinder cap, so you end up with a nice hoop from which you can texture with a cross section of the rings, with around 200 sides you can get a very round looking ring and the best bit is that the texture size it uses is a mere fraction of using one texture and it looks alot better, one thing about ghosting is that you must have the background as black, and from your screenshot it seems you have a white background, you can either invert the texture and ghost it, or save it as a .png or .dds or .tga? with an alpha channel, assuming you either got it with one or made it with one, if not then making the background bacl is the easier option.

vibe runner
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Posted: 2nd Mar 2007 14:09
Dark Coder,

Thanks.

The planet rings problem I am having I have solved - PSP v8 does not save the PNG alpha channel correctly. I knew that already and forgot it. Taking the rings into The Gimp and cutting and pasting them to a new PNG file and saving that does put the alpha channel on correctly. Now I have really funky looking rings. However I take your point about the cylinders and will try that method - anything that cuts texture size is a good thing.

I'm preparing a "Planet Ring Piece Pack Free To a Good Home" of some funky-looking home-made planet-ring textures, to complement Scraggle's "Free to a Good Home" series of space assets. I'm slowly making them for my game and when done I'll release them seperately.

HOWEVER: I really need some help in getting those planets not to have fullwhite on the dark sides of the planets. I'll keep looking, but it's draining my time and I'm working on a school project and I only have a limited amount of time - and these things are just the backdrop to the actual game (3D space invaders) and I *really* want/should/must start working on attack waves.

Do you have any code you could offer for the example of a planet? I'm also finding it slightly difficult to believe that the fullblack part of the planet is turning fullwhite but the rest of the planet isn't. I don't get that. I would get it if it was the light part of the planet whiting out, but the dark side? That means for some reason the black is overtaking the blue, etc., in terms of over-lighting.

dark coder
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Posted: 2nd Mar 2007 16:24
Ok I've attached a working example of a normal mapped planet, the lightsource orbits it so you can see the shadow working.

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vibe runner
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Posted: 2nd Mar 2007 16:57
Thanks. I see that uses DDS, so I'm downloading DDS for The Gimp and will look at it at home. That means I'll have to convert all my planet assets to DDS? Oh well....

Cheers.

dark coder
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Posted: 2nd Mar 2007 21:23 Edited at: 2nd Mar 2007 21:24
Not really, you only need to have the specular map as a DDS as it's a cube map, which is a setting within the format. I just used DDS for the normal map as that's what it got exported to and I can use the same texture name as the diffuse texture, just with a different file format.

vibe runner
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Posted: 12th Mar 2007 16:38
Your help is appreiciated. What about using the black and white height maps... can you show how they're used too?

SO many thanks!

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