![]() |
SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
|
![]() |
#1 |
Weps
![]() Join Date: Jul 2006
Location: Panzer barracks, Germany
Posts: 363
Downloads: 82
Uploads: 0
|
![]()
im a noob but from that pict this looks promising, so is this basically just a edit a config type file to activate this, or is thier much more to this puzzle? Either way goodjob tracking down what has been found
![]()
__________________
![]() The mother ship,Coolermaster HAF, I7 intel overclock 4ghz, , 6gb mem, 5870 crossfire, soundblaster Xfi titanium , Oh and 52 inch samsung 750 120hz. 7.1 onkyo 1200 wattss system ![]() Last edited by rcjonessnp175; 09-29-07 at 05:29 PM. |
![]() |
![]() |
![]() |
#2 | ||
Planesman
![]() Join Date: May 2005
Posts: 180
Downloads: 10
Uploads: 0
|
![]() Quote:
Quote:
question is, what is that "heightmap" used for by sh4? sh4 doesn't support prallax or displacement mapping (where a heightmap of some kind would be required) and the bump-mapping is done via normalmap as far as i know. That's why i thought it's not a heightmap at all but used for another purpose like specularity for example. as for the light-(or rather shadow-)map: did i understand correctly that it is used the put pre-calculated shadows on objects like a multliply layer in photoshop? edit: for anyone interested, i've made a normalmap for the porpoise class. if you're new to this you can use it as a guideline for creating new normalmaps ![]() http://files.filefront.com/NSS+Porpo.../fileinfo.html this is just a demonstration - right now i'm not planning to do each and every sub and its parts. unless i change my mind, of course ![]() Last edited by l3th4l; 09-30-07 at 04:44 AM. |
||
![]() |
![]() |
![]() |
#3 |
The Old Man
![]() Join Date: Apr 2007
Location: Netherlands
Posts: 1,549
Downloads: 28
Uploads: 3
|
![]()
Maybe you are right. I have not tested all texture types/channels using my model renderer yet. I have no 3D software and am a modeller nooby, so I can't test it in such software. My conclusion is only based on looking at some textures and testing them in a custom written renderer. Maybe it also has to do with a fallback effect (possibly based on a SH4 gfx setting), normal mapping can be expensive - performance wise - on older gpu's.
As far as the lightmap, yes, it's indeed blended over the diffuse map.
__________________
![]() SH5 mods: Speech Recognition for SH5 | Digital UI Clock Tutorials: [TEC] Import/export 3D models to/from game using S3D [TEC] How to work with the model viewer in S3D - VIDEO |
![]() |
![]() |
![]() |
Thread Tools | |
Display Modes | |
|
|