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FPSC Classic Work In Progress / The First Normal Mapping Demo ever made with FPS Creator

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Nighthawk
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Posted: 26th May 2006 17:38
We, Helix Games (check out http://www.helixgames.de.vu GERMAN), want to make FPS games more detailed.
We made the first Normal Mapping Demo which uses Environment Mapping and other textures.
It looks better than EVERY other standard texture!

You can find the demo at: http://rapidshare.de/files/21437842/HelixNormalMapDemo.rar.html, screenshots will be posted the next time, but there are some problems with the compiled version, so there will be a fixed version soon.

Please read the Readme inside the archive!

After you started the Demo, you should follow the character (yes, he is normal-mapped, too!)

Note: We used some crates, they look a little bit weird.
(Light Reflections on wooden crates? )

--- This is not the best English, i'm from Germany
Richard Davey
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Posted: 26th May 2006 17:56
Nicely done!

Bite my shiny metal ass
Nighthawk
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Posted: 26th May 2006 18:46
thx

Here is a video instead of screenshots

http://rapidshare.de/files/21443401/normalmappingdemo.wmv.html

--- This is not the best English, i'm from Germany
Mr Flowerkohl
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Posted: 27th May 2006 12:58
well. nice video ...but i`m using normal and specular mapping since V1 came out so, nothing really new. and for the crates, this kind of wood doesnt reflect light at all. just delete the specular map and it will look better. And sometimes...less is more

yeah...thats the ticket !
Natflash Games
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Posted: 27th May 2006 13:51
Quite nice, but the framerate was a little low (20-25 fps) and could do with a little more entities.

Visit http://www.natsam.co.uk to find out about my games.
[href][/href]
Benjamin A
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Posted: 27th May 2006 17:40
I'm going to check this out now. I've never seen Richard Davey make any comments to anything (not even the great stuff) presented in the showcase forum, so this must be something special.

http://www.gamefun4u.nl/index.html
GameFun4U, the ultimate funtainment. Cool Games and Resources for your own games.
SpyDaniel
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Posted: 27th May 2006 17:54
I didnt think much of it. The demo lagged and the bump maps hardly showed up. Mr Flowerkohl's bump mapped stuff was better than this.



Benjamin A
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Posted: 27th May 2006 18:22
Looks cool, but I've seen more impressive stuff with FPSC also. Really wondering why Richard commented on this one?

Quote: "The demo lagged"

Higgins, that really must be your system, it ran 30-32fps all the time on my system and my system isn't that up-to-date at all.

http://www.gamefun4u.nl/index.html
GameFun4U, the ultimate funtainment. Cool Games and Resources for your own games.
Red Ocktober
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Posted: 27th May 2006 20:06
this was pretty good for what it was NHawk... while Flowerkohl's screenies were nice, i never saw a demo of any of his stuff in action...

the metal stuff is worthy of comment... Quake4 look out

keep up the good work...

--Mike
brummel
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Posted: 28th May 2006 00:07
So its the specularmap that makes the shine effect, eh? How do you create it?

Natflash Games
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Posted: 28th May 2006 01:56
You need to make the textures look like this (image attached) I use the nVidia plugin for photoshop to create this.
Then set the .fx to bumpreflectalpha.fx

Visit http://www.natsam.co.uk to find out about my games.
[href][/href]

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brummel
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Posted: 28th May 2006 03:53
Thank you.

Mr Flowerkohl
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Posted: 28th May 2006 14:59
but netflash...thats the normalmap !

yeah...thats the ticket !
Jon Fletcher
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Posted: 28th May 2006 16:27
heh heh,

thats the normal map for my plasma gun

wel anyway, i went to download the demo, and i got an invalid request or something like that, can you please host it somewhere else? post screenshots perhaps...

thanks, i really want to see this

-Jon


RedCore // www.redcore.uni.cc
Natflash Games
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Posted: 28th May 2006 16:44 Edited at: 28th May 2006 16:44
Well thats how i've always done it, and it always worked for me.
P.S my name is Natflash, with an "a"

Visit http://www.natsam.co.uk to find out about my games.
[href][/href]
brummel
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Posted: 28th May 2006 21:46 Edited at: 28th May 2006 22:52
So whats the difference between bumpmapping and normalmapping?

Ok, this is a screenie of how the fpe looked when i tried to bumpmap the ss officer. It didnt work so can you tell me how it should be?

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Jon Fletcher
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Posted: 29th May 2006 01:21
Quote: "So whats the difference between bumpmapping and normalmapping?"


bump maps create a visual appearence of parts higher or "bumped" on a texture, through grayscale, it determines the height of the pixel

normal mapping, as in the name, maps normals, normals are the angle pointing off its plane/polygon, so through normal maps, you can make certain parts appear at an angle so overall looking like a bit has been "bumped out"

that could be jibberish, define it on google if you must

-Jon


RedCore // www.redcore.uni.cc
brummel
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Posted: 30th May 2006 14:23
Sorry, the screenie didnt work in the last post so here you have it again.

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Mr Flowerkohl
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Posted: 30th May 2006 16:23
okay...if you guys want i will post a complete bumpmapping and specular mapping tutorial. for segments, weapons and characters. with a one room demo.

yeah...thats the ticket !
brummel
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Posted: 30th May 2006 16:27 Edited at: 30th May 2006 16:30
That would be highly appreciated Mr Flowerkohl. And thanks for explaining Jon.

Candle_
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Posted: 30th May 2006 20:06
Really nice look to the game.

Enjoy today as Yesterday is gone and Tomorrow may never come!
Get your talking Head.
=ChrisB=
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Posted: 31st May 2006 03:53
Wait just one flapping miniute! You have multiple textures in there, dont you?
Red Ocktober
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Posted: 1st Jun 2006 21:35
where's the normal mapping tut... didn't someone say that one was forthcoming... with a demo level...

--Mike
Mr Flowerkohl
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Posted: 2nd Jun 2006 14:59
yes...next week it`ll be ready

yeah...thats the ticket !
Red Ocktober
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Posted: 2nd Jun 2006 16:57
cool... don't rush Mr. Flower... i was just wondering if it was still in the works...

should be fun... thx...

--Mike
Jon Fletcher
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Posted: 6th Jun 2006 01:27
its not that hard to normal map, here, i'll explain it:

first of all, you must "tell" FPSC that your texture setting for the model is the diffuse map instead of just any old filename or nothing for multiple textures, to do this, you simply add the "_D" to the end of the textures filename:

texturename_D.dds

that is the basic diffuse map which shaders can be applied to, in a similar situation, without shaders, you would want a diffuse map with shaders baked into the texture (no effects):

texturename_D2.dds

^^
that is what you put in the 'textured' field in the .fpe file of your entity

doing this, along with setting 'effect' to the following:

effectbank/bumpent/bumpent.fx

(applies assigned normal map to model)

so you have the effect and the texture set to "something_D.dds or _D2.dds" now FPSC "knows" that there are a series of maps,

so the next thing you need to do is create a normal map, this can be done via generation from the texture using a plugin in Photoshop, from a high detailed model in programs such as 3ds max or xnormal (i think thats it)

so youve generated a normal map, you have to save the filename of this maps as the exact same as the diffuse map, but instead have "_N" on the end, for instance:

if you had a diffuse map called:
mytexture_D2.dds

it would need to be:
mytexture_N.dds

easy huh? again if you have a specular map, you should know what to do...

thats right... mytexture_S.dds

see, easy as pie 3.14159265358 ....thats all i know

-Jon


alterative, no images:
http://h1.ripway.com/Fletch06/solutions.htm
brummel
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Posted: 6th Jun 2006 01:32
But how should it look in the .fpe?
Jon Fletcher
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Posted: 6th Jun 2006 01:35 Edited at: 6th Jun 2006 01:36
simple:

textured = mytexture_D2.dds
effect = effectbank/bumpent/bumpent.fx

(you can use '_D' if you must, but i always bake 'effects' into my diffuse maps and theres no point in going back )

EDIT:

i still cant watch the demo, this is annoying me, all these comments and i really want to see it!! can someone who has it, please post some screenshots

thanks,

-Jon


alterative, no images:
http://h1.ripway.com/Fletch06/solutions.htm
Mr Flowerkohl
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Posted: 6th Jun 2006 12:56
thats it

yeah...thats the ticket !
Jon Fletcher
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Posted: 7th Jun 2006 19:22
still cant see the demo

someone who can, please show screenshots, this is really annoying, i want to see it

-Jon


alterative, no images:
http://h1.ripway.com/Fletch06/solutions.htm
Tom0001
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Posted: 7th Jun 2006 21:13
My graphics card cannot support the game...
Quote: "We, Helix Games"

Greaaat...not another fake company...

Tom

Zilla
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Posted: 13th Jun 2006 00:06 Edited at: 14th Jun 2006 10:53
i know what a normal map is.
but what is a diffuse map and a specular map?

and how do you create them for the fpsc-models?

is there a standard entity, segment with these map that i can study?
Jon Fletcher
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Posted: 20th Jun 2006 18:40
Quote: "but what is a diffuse map and a specular map?"


a diffuse map, is pretty much, the texture itself, the actual bitmap texture applied to the model, a specular map, is a grayscale image, defining the amount of specular highlight on that part of the texture, a white part is exposed to alot of shine, whereas a dark part isnt.

i still cant view this video, i am extremelly eager to see it, some one PLEASE provide screenshots, or something

-Jon


Vol.2 coming this summer
bond1
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Posted: 21st Jun 2006 08:57
I saw it Jon, and I'm not trying to be a jerk, but you're not really missing anything. It was just a couple boxes with a slightly out of place looking normal/specular map. Not anything like that doom 3 model you imported.

----------------------------------------
"Your mom went to college."
My FPSC stuff at http://hyrumark.zftp.com/FPSC/hyrumarkfpsc.htm
Disturbing 13
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Posted: 21st Jun 2006 09:46
Indeed, you almost have to wonder if it's worth the trouble.In the video his framerate was around 22-25 and at some points 16. Kinda harsh just to have a a "reflective crate" and lighting stay on one side of a dynamic barrel. Meh.

Jon Fletcher
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Posted: 21st Jun 2006 21:08
ok then, but you know what i mean, if someone hides something, it teases you into wanting to see it...

-Jon


Vol.2 coming this summer
Disturbing 13
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Posted: 22nd Jun 2006 00:50 Edited at: 22nd Jun 2006 00:54
EDIT-OK i was going put a pic up but for some reason wwhen I changed it to a png it did this. Nothing I do in windows media player will come out, even though its in my art program. Grrrr. Sorry bud, I tried.

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Nighthawk
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Posted: 22nd Jun 2006 20:46
hum...

you need Windows Media Player v9 at least and the Windows Media Codec Pack

i use the MPC (Media Player Classic).

--- This is not the best English, i'm from Germany

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