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Author Topic: Addon : SpotLights  (Read 7683 times)

« Reply #30 on: October 07, 2010, 05:36:32 AM »

(it would be really great if these "lights" could throw some shadows as well...  ;)  just a thought)...

Like this http://www.3drad.com/forum/index.php?topic=5111.0 ?


Mike hello, I would like to know how to do this textured embossed image.
I had one before but lost it, you can help me?.
thanks

I think Mike is using a regular normalmap if I understood correctly
« Last Edit: October 07, 2010, 05:38:07 AM by shadmar »
« Reply #31 on: October 07, 2010, 06:19:02 AM »

(it would be really great if these "lights" could throw some shadows as well...  ;)  just a thought)...

Like this http://www.3drad.com/forum/index.php?topic=5111.0 ?


Mike hello, I would like to know how to do this textured embossed image.
I had one before but lost it, you can help me?.
thanks

I think Mike is using a regular normalmap if I understood correctly

----------

hi shad, you think that mike uses bit map (simple), the trick is in the shade, you say? :-\.
« Reply #32 on: October 07, 2010, 09:49:45 AM »
Quote
Like this http://www.3drad.com/forum/index.php?topic=5111.0 ?
@ Shad: yes... exactly like that  :D
i successfully used Gene's shadow shader as well, but the sub project and the logistics of keeping the shader effects up with the changing interior environment (rig for red for example) proved to be a lil more than the results were yielding...

i noticed... the objects casting the shadows all seem to share a common texture (same limit as GT's)... is that the case...

no biggeee if they are easy to use as the system shaders you've provided so far...

i'm gonna wind up owing you and GT any profits (if any  ;) ) from the game when i'm done...


@ maxiig1: yeah... it's just a normal mapped textured object... nothing special... it's Shad's lighting that makes it look as good as it does... the regular lighting doesn't look the same...  i was surprised myself by the results...

looking forward to "testing" out his underwater causitics...


--Mike
« Reply #33 on: October 07, 2010, 10:26:20 AM »
Quote
i noticed... the objects casting the shadows all seem to share a common texture (same limit as GT's)... is that the case..
I haven't worked on it for a while, might have something for the 2nd shaderpak but it's complicated stuff, so not sure. The common texture was used as shadow casting without colors, that I've come around.

Quote
it's Shad's lighting that makes it look as good as it does...
The bumpy _user_ shaders are using per pixel lightning, while rads default bumpy shaders uses vertex lightning. All of rad's default shaders uses vertex lightning (I think). ???

You can see the difference here:

pic1 : Rad default bumpy shader (uses vertex lighting) - 0004_pp_bumpy_glossy
pic2 : _user_ bumpy shader (per pixel lightning) - 0015_user_bumpy_glossy_tile
« Reply #34 on: October 07, 2010, 11:53:04 AM »
Quote
i noticed... the objects casting the shadows all seem to share a common texture (same limit as GT's)... is that the case..
I haven't worked on it for a while, might have something for the 2nd shaderpak but it's complicated stuff, so not sure. The common texture was used as shadow casting without colors, that I've come around.

Quote
it's Shad's lighting that makes it look as good as it does...
The bumpy _user_ shaders are using per pixel lightning, while rads default bumpy shaders uses vertex lightning. All of rad's default shaders uses vertex lightning (I think). ???

You can see the difference here:

pic1 : Rad default bumpy shader (uses vertex lighting) - 0004_pp_bumpy_glossy
pic2 : _user_ bumpy shader (per pixel lightning) - 0015_user_bumpy_glossy_tile

Shadman and Mike give me an example in .3 dr (up), do not quite understand how to do it.
thanks
« Reply #35 on: October 08, 2010, 12:45:09 AM »
Shadman and Mike give me an example in .3 dr (up), do not quite understand how to do it.
thanks

This isn't really the how to bumpmap my skinmesh thread, but I suggest you read up abit on normalmapping.
http://www.bencloward.com/tutorials_normal_maps1.shtml (is a good start) or google normalmapping / bumpmapping should get you started. Applying a normalmap in rad is quite simple, just add a 000_nm to your skinmesh folder and use a bumpy shader (selectable in the skinmesh dialog). http://www.3drad.com/importing.php#3
Who is Shadman ?
« Reply #36 on: October 08, 2010, 06:22:02 AM »
Shadman and Mike give me an example in .3 dr (up), do not quite understand how to do it.
thanks

This isn't really the how to bumpmap my skinmesh thread, but I suggest you read up abit on normalmapping.
http://www.bencloward.com/tutorials_normal_maps1.shtml (is a good start) or google normalmapping / bumpmapping should get you started. Applying a normalmap in rad is quite simple, just add a 000_nm to your skinmesh folder and use a bumpy shader (selectable in the skinmesh dialog). http://www.3drad.com/importing.php#3
Who is Shadman ?

Thanks Shadman (not Shadman ;), sorry :P).
The software that I had lost was crazybump (www.crazybump.com).
And I give you access to a video (http://www.youtube.com/watch?v=lMyTV3Gl680) that explains how to get a 3d rad, thank you.
« Reply #37 on: October 09, 2010, 02:42:03 PM »
hi shad, now if I could see perfectly the spotlights, I found very good example besides the demo.
May the spotlights cast shadows?. Or is there a way to do so in future versions of 3drad?.

from already thank you very much for your attention.
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