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FPSC Classic Models and Media / Normal Mapping Custom Models

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Nomad Soul
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Posted: 9th Aug 2007 01:54
Greetings

I've been using Milkshape recently to start making levels with my own custom content and hopefully characters and weapons once I get any good at it.

The only thing I found a slight disappointment with Milkshape is that it doesn't interpret normal texture maps on models when viewing the model in the textured viewpoint.

Also there is no burn / render to texture feature which I wanted to try out as an alternative means of using the existing FPSC shaders.

Does anyone know any low cost / freeware software which supports this feature. I know milkshape has 2 texture channels but when I add a normal map in the 2nd channel I don't see the normal map being applied properly.

Any help on this appreciated as I'd like to start getting normal mapping on my segments, entities, enemies and weapons.

Thanks
Roger Wilco
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Posted: 9th Aug 2007 01:59
The only solution with the situation you're currently in would be to get them FPSC-ready and test the normals in there, but it's a lot of wasted work if they didn't turn out as planned.
Disturbing 13
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Posted: 9th Aug 2007 04:42
indeed, perhaps someon in the dark basic section has created something like this, specificly to view normal maps.


Inspire
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Posted: 9th Aug 2007 05:59 Edited at: 9th Aug 2007 06:04
I could write something easily to do this...

What do you want it to do? Just select a model, then select the texture and normal map?

EDIT: I would like an answer sometime soon, because I am getting bored and might have to go play Doom 3 or WarRock.

Disturbing 13
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Posted: 9th Aug 2007 09:07 Edited at: 9th Aug 2007 09:08
yes perhaps the option to test light maps as well, if not then just normal maps and texture would be truely awsome. No animation would really be nessecary but perhaps being able to choose a particular frame would be nice.


Inspire
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Posted: 9th Aug 2007 10:58 Edited at: 9th Aug 2007 10:59
I'll see what I can do...

Choose model, texture, and normal map.
Animate (goto frame, play, stop, etc).
No lightmaps because I don't own DarkLights.

That sound good? It wouldn't be hard to make at all. I'll try to have it done by tomorrow night (tonight? It's four AM here).

vorconan
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Posted: 9th Aug 2007 17:29
If you need any help with it Inspire just ask.



Inspire
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Posted: 9th Aug 2007 19:34
Okay. I'll email you any questions I have.

Disturbing 13
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Posted: 9th Aug 2007 20:30 Edited at: 9th Aug 2007 20:31
@Inspire-Dude you rock for this! No lightmaps is perfectly fine.


Inspire
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Posted: 9th Aug 2007 21:49
Just about to start working on it...what should I call it? I need a name with Inspire! in the beginning. Example: Inspire! Engine (game engine I'm making).

Disturbing 13
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Posted: 9th Aug 2007 22:54 Edited at: 9th Aug 2007 22:55
Inspire! Normal map Viewer or Inspire! Normal map Model Viewer
simple and to the point.


Nomad Soul
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Posted: 10th Aug 2007 01:10
Sorry for the late reply. I posted this thread about 5 mins before crashing out last night and unfortunately I had a slight inconvenience today called work.

Thanks to all that are contributing to this, especially Inspire for the effort you are going to.

Even if we can just see the normal map rendered properly on a textured model this would be perfect but any other functionality you can add would be awesome.

Thanks again
Inspire
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Posted: 10th Aug 2007 04:44
If you mean "rendered properly" as applying to the model as FPSC would, then it will be awesome.

Inspire
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Posted: 11th Aug 2007 11:38 Edited at: 11th Aug 2007 11:40
Almost done, just working on some things so dumb users don't make it crash.

@ vorconan:

Do you have DarkLights?

Currently it has these features:

- Load a model with texture and normal map
- Zoom In/Out
- Move Camera Up/Down
- Play/Pause Animation
- Jump To Frame
- Adjust Rotation Speed

If you could think of any other ideas, just tell me. Hopefully I will have a thread about it sometime soon.

Planned ideas for a later release:

- Specular Maps
- Illumination Maps
- .dbo Format (Might even be added to this version, really easy to do)

I'm also thinking about make an actual user interface for the Entity Maker. Shouldn't be too hard. Maybe I could even add this to the Entity Maker so it's like one big giga-program! lol

Disturbing 13
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Posted: 11th Aug 2007 12:07
Wow! nice progress!


Inspire
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Posted: 11th Aug 2007 18:43
Easy stuff, really. I could've had it done yesterday, except that Vans Warped Tour was in town.

vorconan
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Posted: 12th Aug 2007 03:03
Quote: "@ vorconan:

Do you have DarkLights?"


Yes I do, I should be able to prepare a lightmapper out of your code if you want?



Inspire
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Posted: 12th Aug 2007 04:07
No need for a lightmapper, unless you know of a good reason for it. The normal maps on the objects are coming out somewhat pixelated. I wonder if it's the default DBPro lights that's causing it, or the shader itself (the .fx). I am thinking about using FPSC's normal map shader with this program.


News:

- Set object Interpolation
- Set object Animation Speed
- Status bar almost finished


Questions:

Anybody have an ideas why we should include a lightmapper? Might be cool.

Also, should I just make my own thread for this, or should I wait until it's totally finished?

Disturbing 13
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Posted: 12th Aug 2007 06:42
i'de wait till its finished so you can announce it since your almost done.


m man
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Posted: 12th Aug 2007 06:52
Quote: "Also, should I just make my own thread for this, or should I wait until it's totally finished"


i wouldnt because people wouldnt now about it until you exactly release it, but thats up to you , looks like a really good program
vorconan
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Posted: 12th Aug 2007 13:46 Edited at: 12th Aug 2007 13:47
Quote: "The normal maps on the objects are coming out somewhat pixelated. I wonder if it's the default DBPro lights that's causing it, or the shader itself (the .fx). I am thinking about using FPSC's normal map shader with this program"


Could you post a screenshot up of what you're seeing?

P.S. I doubt it would be the .fx file, if you got it from the Ultimate Shader Pack then it should work perfectly.



Inspire
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Posted: 12th Aug 2007 15:35
Actually, I'm just using "set bump mapping on". I think that's the problem. I haven't tried the Ultimate Shader Pack, but I'll try it when I get home.

Screenshot:

Note: No data on statusbar in this version, that's why it's blank.



vorconan
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Posted: 12th Aug 2007 16:07
Bump mapping and normal mapping are very different. I suggest you do try that shader pack, it has loads of examples with it.



Inspire
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Posted: 12th Aug 2007 17:46
Well, the command said that it used a normal map, so I figured why not use that. I'll try that out.

Still, do you know any use of lightmapping? I mean, do you have any ideas in mind?

vorconan
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Posted: 13th Aug 2007 00:40
Well, maybe loading the universe.dbo? Just a thought



Inspire
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Posted: 13th Aug 2007 02:31
Lee told me that that was a bad idea. I think he was talking about saving it as an .x file though. Hm...it's a thought.

vorconan
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Posted: 13th Aug 2007 02:40
That's probably the best way.



Inspire
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Posted: 14th Aug 2007 20:23
I tried out the Ultimate Shader Pack, and I couldn't use the normal map shader for some reason. The model came out entirely black, and there was no opportunity to choose what normal map I wanted to use. Then I opened up the .fx file, and it looked like the filenames were hardcoded into the shader! Do you have any thoughts about this?

vorconan
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Posted: 14th Aug 2007 21:24
They wouldn't be hardcoded, look at Evolved's example, this is how the shader is loaded




Inspire
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Posted: 14th Aug 2007 21:27
Wait, which shader are you looking at? I'm looking at Normal and Specular, under Objects - Lighting.

Conjured Entertainment
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Posted: 14th Aug 2007 22:40
Quote: " I found a slight disappointment with Milkshape is that it doesn't interpret normal texture maps on models when viewing the model in the textured viewpoint."

Milkshape shows my textures in texture view, but only if I assign it first.

Don't forget to visit Conjured Entertainment
Disturbing 13
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Posted: 14th Aug 2007 23:16
LOL were talking about displaying normal maps
Quote: "it doesn't interpret normal texture maps "
not the regular texture.


Inspire
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Posted: 14th Aug 2007 23:26
Who are you guys quoting? I don't see anything. Apollo bug?

Conjured Entertainment
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Posted: 14th Aug 2007 23:38 Edited at: 15th Aug 2007 00:18
Quote: "LOL were talking about displaying normal maps not the regular texture."

Well, please explain the difference for those who don't know the terminology.


EDIT
Nevermind, I looked up normal mapping at Wikipedia.
Yeah yeah, I should have done that first.
Sorry for misunderstanding his request.

Don't forget to visit Conjured Entertainment
Disturbing 13
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Posted: 15th Aug 2007 00:49
We were quoting Nomad Soul in the first post.


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