home home

downloads files

forum forum

docs docs

wiki wiki

faq faq

Cube & Cube 2 FORUM


gentlemen, start your drooling...

by Aardappel_ on 06/15/2006 06:07, 63 messages, last message: 07/07/2006 01:53, 36745 views, last view: 05/15/2024 14:43

compare:

http://strlen.com/sauerflat.jpg
http://strlen.com/sauerbump.jpg

:)

So people have finallye started releasing high quality textures with normalmaps on the interweb, so I thought it was time we supported them in sauerbraten.

The above screenshot does bump+spec, and some form of parallax mapping (needs tweaking). Moreover, all this works in harmony with lightmaps, using a system similar to what halflife 2 and far cry use indoors. So soft shadows with per pixel light, hurray!

Anyway, next release will have this stuff in, plus a nice set of textures to work with. And yes, to see any of this, you need a card capable of shaders of course.

Go to first 20 messagesGo to previous 20 messages    Board Index    Go to next 20 messagesGo to last 20 messages

#37: cvs

by CC_machine4 on 07/03/2006 22:46, refers to #17

really n00b question i know... but BTW, is there an easy way to download the entire CVS without having to download 1 file at a time?

reply to this message

#38: ..

by makkE on 07/03/2006 22:55

Of course. It´s called "check out".
You´ll need a cvs client (for win, smartcvs is best).
Then follow the instructions you can find on sourceforge ("anonymous cvs access"), and translate that to your client (mode of input might differ).
That way you can download the whole. And also just simply click "update cvs" to refresh your files to the latest.

reply to this message

#39: ..

by Eze2k on 07/03/2006 23:50

someone could tell me the steps to do work this shaders in cubeengine or Sauerbraten engine?
Please

*sorry my crappy english*

reply to this message

#40: ..

by makkE on 07/04/2006 00:51

Ezek2, they are not in an official release yet. These are work-in-progress pics. You can check out the cvs if you want to see them, or just wait for the next release.

reply to this message

#41: Shader Model?

by Ferko on 07/04/2006 00:52

Is this stricly SM 3.0 for best appearance, or does it look the same on SM 2.0? Because mine looks good, but not as good as those screens do.

reply to this message

#42: ..

by makkE on 07/04/2006 01:05

Afaik that´s sm 2.0 stuff. Maybe it´s the resolution? These pics are taken at pretty high res. Prolly fsaa and anisotropic filtering at high settings as well.

reply to this message

#43: Re: ..

by Ferko on 07/04/2006 01:50, refers to #42

I've got everything forced to the max, and running at 1440x900 on my 19" wide. With this, it still doesn't look that grand. I've tride turning everything off aswell. No change.

reply to this message

#44: Also

by Ferko on 07/04/2006 04:44

I've made a few normal maps, but i also see a 3rd texture file. Often labled depth and usually black and white. How I make those and/or are they needed?

reply to this message

#45: ..

by marcpullen on 07/04/2006 16:45

So when is this fancy textures version going to be released for the general public/non-programmer types?

I'm anxious to do some serious mapping with that! :)

reply to this message

#46: Re: ..

by Aardappel_ on 07/04/2006 17:02, refers to #45

yup, with the next release :)

all shaders are generic shader 2 model, taken on a 6800u with very basic settings.

reply to this message

#47: Re: ..

by Ferko on 07/04/2006 17:48, refers to #43

Ok, I've narrowed down the problem. On some textures featuring bump maps look more or less flat when close to it. However when standing at a distance it seems dramatically more bumped. Any idea why I get such poor quality?

Note: I have an x850Pro.

reply to this message

#48: ..

by Max of S2D [Fr] on 07/04/2006 18:53

Aard, -f can disable shaders.
Will some -X disable the bump mapping ?

reply to this message

#49: Re: ..

by Aardappel_ on 07/04/2006 19:16, refers to #48

nope... you either play with or without shaders.

reply to this message

#50: How do you use CVS?

by theButcher on 07/04/2006 23:03

Sorry, I'm really a n00b, but I was wondering how you can use CVS or if there are any tutorials out there for it. I downloaded SmartCVS but I don't know how to use it. Could somebody please help me?

reply to this message

#51: ..

by makkE on 07/05/2006 00:47

1.Check out -> Manage -> Add


2."Access Method" pserver checked.

Username: anonymous
Server Name: sauerbraten.cvs.sourceforge.net
repository path: /cvsroot/sauerbraten.

click "Next"
leave password empty and click "Next"
next window press "Finish"

Then in the Checkout dialogue (should be still open) select the newly created project, click next

In "chose repository module" check "sauerbraten"

click next. Now enter a local directory where to save it. (just leave all else on default)

click next. and maybe once more.. then it should check out (download the complete repository)

Next time you open smartcvs, sauer project should already come up, and you´ll only have to press "get changes from the repository" to check if stuff has changed recently.

reply to this message

#52: Re: Bumpmapping

by Chaos on 07/05/2006 03:10, refers to #4

I think this is a valid question, as I tried the Nvidia normal map plug-in. It works fine for the normal maps, but I just don't know how to make those blank and white depth maps.

Do I need a different prog or plug-in? Cause my custom textures are ready for bumpville. lol

reply to this message

#53: ..

by makkE on 07/05/2006 11:07

If you used the nvidia plugin, you should already have a heightmap - the map you made the normalmap from.

Depth map isn´t required, but it adds parallax mapping if you use it.

reply to this message

#54: Re: ..

by Chaos on 07/05/2006 20:29, refers to #53

I used the original texture to make the normal map. Was that bad? Also, how do I even make the black and white depth map in the first place?

I sorry, I feel like a total noob right now. All this is so new to me.

reply to this message

#55: ..

by makkE on 07/05/2006 21:18

Don´t worry it´s new to me too.

If you made it from a statically lit texture, it will not be a real normalmap.

The nvidia plugin uses height information (more white=more offset) to calc the normals from there.
If you take a statically lit texture (with shadows and highlights) it´ll result in something weird, but not the actual geometry you want to fake.
Imagine a screw, with the highlight on top, and a shadow underneath. The highlight will be levated, the shadow dented in. That won´t be a round screw..

If you have previously made textures ( all on one image, light,shadows,colour), like I have here, you´ll need to do the following:

1. Rid your texture of all static light/highlights and shadows, only global illumination can be left in.
Look at the exsisting textures as an example. This is tricky sometimes, some textures won´t work without some effort..

2. Create the height map. You´ll have to do it by hand, unless you are making your textures from high poly models (then you can get a heightmap rendered from it).
So if you work off an image alone, you´ll have to make the height map by yourself.
Simply desaturating your texture can work on organic stuff like rock (when you can afford the highlights/shadows to turn into diffrent fake geometry, but this is a cheap tradeoff). It won´t work on industrial/tech stuff too well.

3. Render the normal map from the height map, usin the nvidia filter.

4. Make the specular map (if needed). Sometimes you can get away from deriving it from the colour map, though it needs touch ups more often than not. In other cases you´ll have to make it from scratch.

The other way of creating normalmaps is to model the texture in high poly, and render the normalmap and height map from it, then adding colour and spec (as if you´d skin a model).

It´s not much more work from making "traditional" textures, since the effort is simply spit across maps, it´s just a very diffrent workflow.

reply to this message

#56: Bumpmapping

by theButcher on 07/06/2006 00:59

I tried it and it works pretty good... but I noticed that things look flat. Like on aard3b the ground in the middle looks flat. Is it supposed to be that way, or I am I missing wome driver or something? I've got a Nvidia GeForce 6800 on Windows XP. Do I need something extra, like that nvidia plugin you guys were talking about (I looked that up, apparently its for The GIMP)?

reply to this message

Go to first 20 messagesGo to previous 20 messages    Board Index    Go to next 20 messagesGo to last 20 messages


Unvalidated accounts can only reply to the 'Permanent Threads' section!


content by Aardappel & eihrul © 2001-2024
website by SleepwalkR © 2001-2024
53997951 visitors requested 71777193 pages
page created in 0.045 seconds using 10 queries
hosted by Boost Digital