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Newcomers DBPro Corner / Why is bump mapping so difficult

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OnQue Int
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Posted: 27th Dec 2008 09:24
Why cant i get this bumpmapping thing. Ive tried .fx file.nvidia fx composer why do i get the white and brite like like in my game the level is dark(night time( but when i look at objects with normal maps I'm blided ...why is this.. please help

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prasoc
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Posted: 27th Dec 2008 11:08
You would have to set the "ambient" levels in the FX to fit in with your game, since shaders use their own lights rather than DB's lights.
OnQue Int
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Posted: 28th Dec 2008 00:00 Edited at: 28th Dec 2008 20:35
Ok here are some screen shots of my bump mapping and one from Call of Duty. i have my object settings code. and the fx code what am i doing wrong please help

here is mine

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OnQue Int
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Posted: 28th Dec 2008 00:03 Edited at: 28th Dec 2008 20:36
Here is call of dutys

and here is my object code




and here is the FX file code

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prasoc
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Posted: 28th Dec 2008 18:31
can you save them as .png. I don't have paint shop pro
OnQue Int
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Posted: 28th Dec 2008 20:37
Sorry didnt realize that i did that they are png's now
Sixty Squares
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Posted: 30th Dec 2008 22:04 Edited at: 30th Dec 2008 22:05
I've heard that DBPro's built in bump mapping isn't very good. Try the shaders in the Ultimate Shader Pack. Have a look at the "NORMAL MAPPING" examples-- they're probably what you're looking for. I in particular like EVOLVED'S shaders.

Your model will need a regular (base) texture and a normal texture (that light blue one). I think that if your model has multiple textures you'll have to make a light blue normal map images for each texture and apply the correct one to each limb...

Anyway, have a look at those shaders. I'm not entirely sure how they work, but they produce good results and all of the code is there.

OnQue Int
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Posted: 31st Dec 2008 03:40 Edited at: 11th Jan 2009 06:01
I appreciate your reply. I figured out why I wasnt getting the

effect I was looking for. I was using fx to apply shaders but

wasnt working. I got it working with the parallox 2.0 this shader

requires a base texture a displacement(heightmap) and a normal.

But with wood images they are not that bumpy hard to get a good

normal from it. However I tried a idea that worked really great.

I got wood that looks similar to call of duty.

I'm sure there may be a easier way, but what I did was took

my wood texture went into 3d studio max 2009. You can probaly do

this with other editors but not sure about all of them . I know

Truespace also does this. Anyways make a plane face it

perpendicular to the camera. Texture the plane. Then

uv map so it is wraped right so none of the primitive is showing.

Once that is done render to make sure it looks like you want. Then

jack the bump up on it within the editor then render again until

it looks perfect, which it will. Once that is done take a snapshot

of the screen by hitting printscreen on your keyboard. take the

snap shot paste into your paint program. Cut out the texture only

repaste it into a new window save this as whatever. Load that

image into crazy bump create a normal and a displacement from the

base texture. Put them into the same directory as the .fx file.(parallox)

Open the fx file place the textures where they go it will be

labeled on which goes where. Also dont forget to texture your

object with the base texture that you took a screen shot of then

put it into dark basic. (syntax) load effect effect name, effect

number,texture flag. Then set object effect object number,fx number

and there you go wood that looks better than real wood.


I been having this problem with bump mapping for a long time finally got realistic wood. If anyone else is having this problem I hope this helps. Thanks OnQue
Not_Maindric
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Posted: 31st Dec 2008 04:42
Hm, interesting way of getting the bump... May we see a SS of it?

OnQue Int
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Posted: 31st Dec 2008 05:14 Edited at: 31st Dec 2008 05:16
This is not set to full effect been playing with settings to see

the difference this is half if not less of the effect

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Not_Maindric
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Posted: 31st Dec 2008 08:02
Wow, that looks pretty cool...

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