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Author Topic: Bumpy Problem  (Read 1690 times)

« on: January 26, 2013, 01:36:54 PM »
Hi.

I added normal map for my Skin Mesh (with bumpy shader) and I want add reflection for it. but after enable "Enable environment map" my Skin Mesh show like Glass. I don't know how can solve it, Please Guide ME.

THANKS


My Game : Star Wars 1.0

http://behdadgame.com/index.php?topic=3.0

possible way, if we found will make a way.

fourdee

« Reply #1 on: January 26, 2013, 04:20:53 PM »
Hi.

I added normal map for my Skin Mesh (with bumpy shader) and I want add reflection for it. but after enable "Enable environment map" my Skin Mesh show like Glass. I don't know how can solve it, Please Guide ME.

THANKS

If the Environment map refresh rate is 0, it will use the following "cubemap" located in:
-..\3D Rad\3DRad_res\system\envmap.xxx

If the refresh rate is set to 1 or higher, it will reflect any skinmesh which has "visible in reflections" ticked.
« Reply #2 on: January 27, 2013, 12:21:04 AM »
Thanks for Reply  :D

Quote
If the refresh rate is set to 1 or higher, it will reflect any skinmesh which has "visible in reflections" ticked.

If the refresh rate is set to 1 or higher, the Skin Mesh Black will be displayed.

My Game : Star Wars 1.0

http://behdadgame.com/index.php?topic=3.0

possible way, if we found will make a way.

fourdee

« Reply #3 on: January 27, 2013, 12:59:01 AM »
Quote from: behdadsoft
Thanks for Reply  :D
If the refresh rate is set to 1 or higher, the Skin Mesh Black will be displayed.


Yeah, this might happen if you have no other objects set to "visible in reflections", try this:
- Goto your terrain object
- Tick "visible in reflections"

and see here also:
Quote
Enable environment-map.
If the 3d model's data folder includes a cube map file called 000_em.dds, then you can enable and configure reflection/refraction-based visual effects by checking this option.

Refresh-rate.
When environment-map is enabled (see above), if this factor is zero, the reflected/refracted image is the static cubic image loaded from the file.

If it is any positive value instead (below 450.0) then the surface will dynamically reflect/refract the actual environment surrounding the object.

Setting it to the special value 0.01 will create a static image of the actual environment surrounding the object. This feature can be used where you don't have a cubic image matching the environment and dynamic updating of the reflected image is too slow. Note that the reflected image may not be updated in the editor. Updating only occurs when the project is launched or the SkinMesh object is reset by an Event object or a Script object, run-time.

NOTE: an object is reflected/refracted only if the Visible in reflections option is available and checked on its property dialog.

NOTE: Dynamic environment-maps can be very slow to render. The greater the refresh rate factor, the slower the rendering.

NOTE: actual reflections/refractions are not performed if the video-card doesn't provide so called render-to-texture functionality.

taken from http://www.3drad.com/SkinMesh.php

If your still having no luck, post the name of the shader your using (eg: Glass/emassive/water etc), or, the project file itself, and i'll try it on my system.
« Last Edit: January 27, 2013, 01:05:01 AM by Fourdee »
« Reply #4 on: January 27, 2013, 03:03:03 PM »


mean use Dynamic environment-maps can be reduce frame in Game?
My Game : Star Wars 1.0

http://behdadgame.com/index.php?topic=3.0

possible way, if we found will make a way.

fourdee

« Reply #5 on: January 27, 2013, 03:30:54 PM »


mean use Dynamic environment-maps can be reduce frame in Game?

Quote
NOTE: Dynamic environment-maps can be very slow to render. The greater the refresh rate factor, the slower the rendering.

Yep.

- Try and stick to having only 1 object "visible in reflections"
- Try using a framerate value of 20-30
« Reply #6 on: February 15, 2013, 11:46:53 AM »
Thanks. If I only use shader, can be reduce frame in Game?
My Game : Star Wars 1.0

http://behdadgame.com/index.php?topic=3.0

possible way, if we found will make a way.

fourdee

« Reply #7 on: February 15, 2013, 12:04:58 PM »
Thanks. If I only use shader, can be reduce frame in Game?

Need more details, your current question will give you this stupid answer:
- If you use only shader, your FPS will be 0, and, nothing else will work.
- if you dont use a shader, your FPS will be something, but, you wont see anything.
« Reply #8 on: February 15, 2013, 12:31:56 PM »
What I realized is that :

if I use only shader for skinmesh can be reduce frame in Game.
right?
My Game : Star Wars 1.0

http://behdadgame.com/index.php?topic=3.0

possible way, if we found will make a way.
« Reply #9 on: February 15, 2013, 04:40:30 PM »
What I realized is that :

if I use only shader for skinmesh can be reduce frame in Game.
right?

Wrong !!

Let's use common sense here. If you put anything inside your game, it will take some time to process. The more things you put inside your game, the more time it will take to process everything. Here is the interesting part. The game engine is very fast and can do millions of things per second.

So the question is really, do you have so many things happening in your game that it will take longer that 1/60 th of a second to do. if that is the case, then your frame rate will drop, because a game should normally take 1/60 th of a second to process EVERYTHING in your game. If the game cant process everything fast enough, your frame rate will drop.

A shader process on a skinmesh process so fast that it happens withing 1/60 th of a second. if you have many object and apply many shaders on those skinmeshes then you can certainly expect some processing overhead that MAY effect your frame rate.

In answer to your question, which interprets as ONE shader on ONE skinmesh, then the answer to the question is: your assumption is Wrong !!! 
« Reply #10 on: February 16, 2013, 02:28:17 PM »
Thanks XingBat  :D
My Game : Star Wars 1.0

http://behdadgame.com/index.php?topic=3.0

possible way, if we found will make a way.
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