Development > Artwork

Normalmaps Updates [WIP]

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MCR:
Okay, I'm starting to breathe again  :P ;)

I feared a little bit to ask the question how state of affairs regarding this matter is @ the moment, but I am very glad you answered this for me...
Take your time & just shout if I can help with testing, creating normalmaps or whatever...
It seems the engine is handling several things in very different ways, as for example glowmaps for the bodies of the soldiers & aliens did not work, but for their heads they worked (both md2)...
So I understand that this is not an easy task, but it will simplify stuff much, if you would succeed in bringing this all together under one roof & under control of the material system...

MCR:

"YOU DID IT !!!"  ;D  8)

I have to share the new feature arisian & mattn bring us with the public here...

btw., the normalmaps for Bloodspider & Ortnok shown in these screenshots are all ready to be put into trunk ;)

See here: https://sourceforge.net/tracker/?func=detail&aid=2991758&group_id=157793&atid=805244

So here they come -

THE FIRST IN-GAME SCREENSHOTS OF OUR MODELS WITH THEIR NEW NORMALMAPS
(All Credit Goes To Arisian & Mattn, our coding geniouses ;))

MCR:
More... (Bloodspider & Ortnok in Light Armor [from the same patch like above])

MCR:
For the developers here I want to note that there is still some strange stuff going on regarding the normalmapping code, like H-Hour already pointed out some time ago...

I do not think that this is the fault of the normalmaps I made, although I cannot be 100% sure of that, but I noticed that the normalmap I made for the landmasses of the earth works perfectly & without any flaws whatsoever...

But on the battlescape normalmaps are showing some strange behaviour... It IS possible nevertheless that I did something wrong with the height encoding & the alpha channel as you cannot use the normalmap plug-in for GIMP with the option height-encoding in the alpha-channel, when you make normalmaps with many layers, so I engineered another method to encode the height after the overlays are merged together (more info here: http://ufoai.ninex.info/forum/index.php?topic=4666.msg36421#msg36421 )

So here some screenshots of this strange behaviour & also a screenshot of one of Sitters original normalmaps already included with his model (does not look correct either):

I can try to make the height of the maps smaller, maybe that is the fault, as I am usually making 30+ Overlays with a height of -0.1 each & then merge them...
I will try some experiments here with less layers & height -0.01. Maybe this works (I do not want to change the method of creation as the overlay method brings the best & most detailed results) !?

Any tips from normalmap & heightmap experts would be appreciated...

MCR:
Here a normal texture with applied normalmap  :'(

What bugs me is that the normalmapping of the earth works PERFECT ?!
Is this a different code ?

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