Sorry your browser is not supported!

You are using an outdated browser that does not support modern web technologies, in order to use this site please update to a new browser.

Browsers supported include Chrome, FireFox, Safari, Opera, Internet Explorer 10+ or Microsoft Edge.

Newcomers DBPro Corner / Does anyone use CrazyBump?

Author
Message
Servant Saber
16
Years of Service
User Offline
Joined: 8th Aug 2008
Location:
Posted: 19th Jan 2009 23:41
I recently started using CrazyBump so I could implement Parallax Mapping with DarkBasicPro and I was wondering how to use or load the heightmaps, normal maps and whatnot into the program correctly,
I'm currently using a shader from the 2006 - Free Shaders Pack(Parallax Mapping [Evolved] [SM2.0])
offered on these forums and I noticed that the shader uses three files to render the texture as a Parallax Map
A color picture
A "Normal" map
A "height" map
I'm attempting to use CrazyBump to export it's files for use in .TGA format, but I can't seem to understand what files I need, as It exports 5 files

I'm sorry for the long and very dry explanation, I'll try to avoid more in the future
Pillarofire
20
Years of Service
User Offline
Joined: 31st Dec 2003
Location: Good Question, <looks around.>
Posted: 20th Jan 2009 06:37
As long as you are using the default suffix for your files:

The image ending in _COLOR is your color picture, the first in your list.
The image ending in _NRM is your "Normal" map.
The image ending in _DISP would be your "height" map.

The files you wont use:
The image ending in _SPEC is a specular map, its used to affect the light reflecting off an object.
The image ending in _OCC is the occlusion map, which is awesome for static objects and ambient lighting.
Servant Saber
16
Years of Service
User Offline
Joined: 8th Aug 2008
Location:
Posted: 20th Jan 2009 08:35 Edited at: 21st Jan 2009 16:13
Thank you so much!
Finally got it running in DBP, looks great.

Since I'm not sure it's a good idea to start another thread for another question, why don't I ask it here..

I'm currently using some pre-made source code for my project, and I'm still learning what it all does, but one thing that I have edited in my program is a rotating Light orb sprite applied to a sphere object.
It rotates around a spining textured sphere in a complete circle on my map.
Now my question is, is there a way to say...add or "spawn" more light orbs on my map, and randomize their floating pattern in a specific area,like lights in a magical forest so to speak?

Heres my code that I believe apply s to my Light Sprites

rem Make Light
load image "Media/Flare.JPG",20
make object plain 20,10,10
texture object 20,20
ghost object on 20
set object light 20,0
vec = make vector4(1)
rem Make Light 2
load image "Media/Flare.JPG",20
make object plain 21,10,10
texture object 21,20
ghost object on 21
set object light 21,0
vec = make vector4(1)


`Move Light LIGHT ROTATION SCRIPT
if KEYSTATE(38)=1 and MoveLight=1 and nopress=0 then MoveLight=0:nopress=1
if KEYSTATE(38)=1 and MoveLight=0 and nopress=0 then MoveLight=1:nopress=1
if MoveLight=0
ang#=wrapvalue(ang#+0.25)
ang2#=wrapvalue(ang2#+-0.25)
position object 20,cos(ang#)*90,cos(ang#)*25,sin(ang#)*90
position object 21,cos(ang2#)*90,cos(ang2#)*25,sin(ang2#)*90
set vector4 1,object position x(20),object position y(20),object position z(20),0
set vector4 1,object position x(21),object position y(21),object position z(21),0
set effect constant vector 1,"LightPosition",1
set effect constant vector 2,"LightPosition",1
endif
point object 20,camera position x(),camera position y(),camera position z()
point object 21,camera position x(),camera position y(),camera position z()

Thanks in advance!
Servant Saber
16
Years of Service
User Offline
Joined: 8th Aug 2008
Location:
Posted: 21st Jan 2009 10:20
Any takers on the Light sprite question?

Guess I'll just start a single thread for help after this,
but I dislike causing spam^^

Login to post a reply

Server time is: 2024-11-25 12:40:14
Your offset time is: 2024-11-25 12:40:14