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pictionaryjr
17
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Posted: 2nd Apr 2011 22:31
Does DBP by any chance support normal mapping?

Daniel wright 2311
User Banned
Posted: 2nd Apr 2011 22:36
YES, You have to use bump mappin on the object or use effect files, I use effect files my self. load in any effect file, then apply that effect to the object.



my signature keeps being erased by a mod So this is my new signature.
Quel
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Posted: 2nd Apr 2011 22:53
Will using normal maps overwrite the actual normal data of the polygons?

Because i'm currently doing a terrain self shadow casting engine which uses the ability of drawing shadows on terrain with adjusting the normals of the vertices, but i'm afraid using normal mapping on the ground will make this all disappear.

Would be still useful for a 'no shader use' mode, but i would be sad if using normals, and normal mapping at once would be impossible.

Please, if any shader experienced could let me know about this...
Daniel wright 2311
User Banned
Posted: 2nd Apr 2011 23:00
Quote: "Will using normal maps overwrite the actual normal data of the polygons?"


This depends on what mode you load in the modles, dark basic pro uses diffrent modes you can load in your modles as effects go.



my signature keeps being erased by a mod So this is my new signature.
pictionaryjr
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Posted: 3rd Apr 2011 07:32
interesting. so i can technically use normal mapping, but is it actually normal mapping or just faking it

Quel
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Posted: 3rd Apr 2011 11:48
Normal mapping is technically faking high polycount...

Faking a fake effect?
TuPP3
19
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Joined: 26th Jan 2007
Location: [+--]FINLAND
Posted: 3rd Apr 2011 14:25 Edited at: 3rd Apr 2011 14:41
http://www.evolved-software.com/shaders/bumpmapping

DBPro supports any kinds of shaders, EVOLVED has done some great shaders for DBPro.
Normal mapping is like normal mapping on any engine, it's not faker than normal mapping in general.
There is also parallax mapping and relief mapping to get "real" depth, normal mapping is just "shadowing" and illuminating texture according to the normal map and light position.

Here is those shaders in use in Dark Basic:
Quel
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Posted: 3rd Apr 2011 17:03
Can't that white highlight be toned down? If somebody uses those shaders, it all seems nice and solid, but that makes the objects very, unnaturally glossy.
TuPP3
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Location: [+--]FINLAND
Posted: 3rd Apr 2011 17:24
That is just the normal map image, you can make it however you like and shader uses it. It can be even more glossy or none at all.
I just used the color for normal map which is wrong way to do it.
Green Gandalf
VIP Member
21
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Joined: 3rd Jan 2005
Playing: Malevolence:Sword of Ahkranox, Skyrim, Civ6.
Posted: 4th Apr 2011 23:06
Er, no. The glossy white bit is the specular reflection and can usually be controlled via DBPro.

Smooth polished surfaces would usually have a high specular reflection but mat rough surfaces probably wouldn't. Most of Evolved's shaders (and mine ) include constants you can adjust so you can get the effect you want.
Straxus
16
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Joined: 6th Oct 2009
Location: Beaverton, Oregon
Posted: 5th Apr 2011 09:20
A huge thanks to all involved with this thread. Got the effects I was looking for.
Figured I would throw out this link for those needing a way to make the normal maps.
http://developer.nvidia.com/object/photoshop_dds_plugins.html
Though requires photoshop to use. Works fine in photoshop elements.
KISTech
18
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Joined: 8th Feb 2008
Location: Aloha, Oregon
Posted: 5th Apr 2011 18:01
That plugin also works in Paint Shop Pro.

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