
Yoda
Joined: Jan 30, 2011
Do or do not, there is no try
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Posted: Feb 22, 2011 09:42 AM
Msg. 1 of 31
Hi,
I am looking for a way to improve the look of my models in-game without increasing my poly-count. I don't know very much about normal mapping yet but I was wondering if anyone knows, does Halo CE support normal maps?
If not, is some other method that ya'll use?
Thanks -Yoda
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anonymous_2009
Joined: Jun 13, 2009
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Posted: Feb 22, 2011 10:12 AM
Msg. 2 of 31
No and No.
Diffuse only, you could attempt to give it a normal map effect with a multi-purpose map :S
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Maniac1000
-Helpful Poster-
Joined: Feb 24, 2007
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Posted: Feb 22, 2011 11:25 AM
Msg. 3 of 31
Actually, yes and yes. You use the normal map as a bump, compile the normal set to 32bitcolour do not recompile and do not set to height map add to bumpmap slot in shader_environment
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Yoda
Joined: Jan 30, 2011
Do or do not, there is no try
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Posted: Feb 22, 2011 12:37 PM
Msg. 4 of 31
Thank you, I am currently having problems with 3ds but as soon as I get them worked out I will try what you said.
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XlzQwerty1
Joined: Aug 6, 2009
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Posted: Feb 22, 2011 03:50 PM
Msg. 5 of 31
Yes and no, dynamic objects do not support normal maps/bump maps, as they dont take in the bump maps, even if you have a shader environment set. Only bsp's can have normal maps.
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Maniac1000
-Helpful Poster-
Joined: Feb 24, 2007
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Posted: Feb 22, 2011 08:42 PM
Msg. 6 of 31
I only quickly checked this out the other day, Eliteslasher, could you please tell me if i have the steps correct.
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eliteslasher
Joined: Jun 30, 2008
Crysis 3!!!!!!! All I have to say. :D
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Posted: Feb 22, 2011 08:56 PM
Msg. 7 of 31
Affirmative Maniac. For this case though, unless you are applying to BSP models, normals will not work for bump. You will have to use a specular in the multi (use the same red and blue channels for this or it won;t work I don't think). If it is a BSP model though, normals compiled this way make VERY MUCH BETTER bump maps.
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XlzQwerty1
Joined: Aug 6, 2009
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Posted: Feb 22, 2011 09:02 PM
Msg. 8 of 31
Wait, are you saying bump map/normal map speculars work for dynamic objects that are not bsp? I'm confused. o.O
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Maniac1000
-Helpful Poster-
Joined: Feb 24, 2007
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Posted: Feb 22, 2011 09:03 PM
Msg. 9 of 31
Thanks, although you guys are correct about the non bsp and bumps, i just assumed that the OP was using shader_environments, because he never stated otherwise :)
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eliteslasher
Joined: Jun 30, 2008
Crysis 3!!!!!!! All I have to say. :D
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Posted: Feb 22, 2011 09:07 PM
Msg. 10 of 31
Quote: --- Original message by: XlzQwerty1 Wait, are you saying bump map/normal map speculars work for dynamic objects that are not bsp? I'm confused. o.O BSP can use Normal maps or specular maps in the alpha channel of the main bitmaps Models for scenery and anything else basically can use only specular maps if I am not mistaken. These are what is added in the red and blue channels in the multi bitmap.
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Maniac1000
-Helpful Poster-
Joined: Feb 24, 2007
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Posted: Feb 22, 2011 09:21 PM
Msg. 11 of 31
Correct.
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XlzQwerty1
Joined: Aug 6, 2009
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Posted: Feb 22, 2011 09:42 PM
Msg. 12 of 31
Do you mean multipurpose maps or real speculars for shader environments?
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eliteslasher
Joined: Jun 30, 2008
Crysis 3!!!!!!! All I have to say. :D
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Posted: Feb 22, 2011 09:49 PM
Msg. 13 of 31
Quote: --- Original message by: XlzQwerty1 Do you mean multipurpose maps or real speculars for shader environments? Real speculars Edited by eliteslasher on Feb 22, 2011 at 09:49 PM
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XlzQwerty1
Joined: Aug 6, 2009
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Posted: Feb 22, 2011 10:07 PM
Msg. 14 of 31
Could you explain further?
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Yoda
Joined: Jan 30, 2011
Do or do not, there is no try
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Posted: Feb 23, 2011 12:08 PM
Msg. 15 of 31
okay, I am getting confused now.
How would I add normal maps to a weapon?
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Maniac1000
-Helpful Poster-
Joined: Feb 24, 2007
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Posted: Feb 23, 2011 12:25 PM
Msg. 16 of 31
You can not. Normal maps can only be used in bsp's with shader_environments. You use a multipurpose map on weapons/scenery/vehicles/etc.
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anonymous_2009
Joined: Jun 13, 2009
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Posted: Feb 23, 2011 01:18 PM
Msg. 17 of 31
I believe the reason "bumpmaps" can only be used on the BSP is because bumpmaps can't be used to calculate realtime lighting. Which is why you can only use a bumpmap on BSP as it's calculated when you do the lightmaps.
Normal maps are used to calculate realtime lighting, which the game does not support I believe althoght it does use a normalmap texture to calculate the lighting on the BSP, but still it can't be done realtime hence no normals on weapons/vehicles.
Bump-Maps and Normal-Maps are two different things.
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Maniac1000
-Helpful Poster-
Joined: Feb 24, 2007
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Posted: Feb 23, 2011 01:24 PM
Msg. 18 of 31
That is true. You guys do know that when you set a bump map to a height map in guerilla, then recompile the tiff, tool just makes a normal map from the bump. Tool does a really bad job of this, so you are better to make your own normal map.
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DarkLord0912
Joined: Jan 17, 2009
Works on bigger and better things
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Posted: Feb 23, 2011 05:07 PM
Msg. 19 of 31
Quote: --- Original message by: anonymous_2009 I believe the reason "bumpmaps" can only be used on the BSP is because bumpmaps can't be used to calculate realtime lighting. Which is why you can only use a bumpmap on BSP as it's calculated when you do the lightmaps.
Normal maps are used to calculate realtime lighting, which the game does not support I believe althoght it does use a normalmap texture to calculate the lighting on the BSP, but still it can't be done realtime hence no normals on weapons/vehicles.
Bump-Maps and Normal-Maps are two different things. QFT And also everyone keeps saying normal maps,these are not normal maps there height maps. ^like said above there more like bump maps,normal maps use 3 channels and look so much better. And the reason there on bsp's because bsp's dont move,there for the shader code stays the same,to have it on othere things it would require alot more coding to recalculate for every frame of movment.
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Maniac1000
-Helpful Poster-
Joined: Feb 24, 2007
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Posted: Feb 23, 2011 05:13 PM
Msg. 20 of 31
You are wrong. Did you even read my last post? Edited by Maniac1000 on Feb 23, 2011 at 05:27 PM
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Dwood
Joined: Oct 23, 2007
Judge Ye Therefore
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Posted: Feb 23, 2011 05:40 PM
Msg. 21 of 31
Guys, just look up HLSL, download OS_PP and re-write the shaders. Then you can have, say, Bump-Maps on your weapons, stuff like that.
I used to think that 3d engines would render all differently but they honestly don't. What they _do_ render differently, and how is via the shaders they use. Games don't look better in Dx9 in 2005 to 2009 because the rendering has changed, but rather because they stuffed new shaders in there.
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Maniac1000
-Helpful Poster-
Joined: Feb 24, 2007
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Posted: Feb 23, 2011 08:24 PM
Msg. 22 of 31
nobody uses OS, so my points still stand :)
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Dennis

Joined: Jan 27, 2005
"We are made of starstuff.” ― Carl Sagan
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Posted: Feb 23, 2011 10:12 PM
Msg. 23 of 31
Quote: --- Original message by: TM_L0d3man One in which Dwood does not steal other people's ideas!
That is the last derogatory or sarcastic post you will make about other members of the forum or you will be banned.
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Dwood
Joined: Oct 23, 2007
Judge Ye Therefore
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Posted: Feb 24, 2011 12:03 AM
Msg. 24 of 31
Quote: --- Original message by: Maniac1000 nobody uses OS, so my points still stand :) My point was to get you guys to stop trying to use round about ways to get the same effects other engines have. It was also only partly serious. I don't expect 13 to 16 year-olds to try to learn something hard. I hope they do, but they wont. Edited by Dwood on Feb 24, 2011 at 12:03 AM
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DarkLord0912
Joined: Jan 17, 2009
Works on bigger and better things
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Posted: Feb 24, 2011 09:21 AM
Msg. 25 of 31
Quote: --- Original message by: Maniac1000
You are wrong. Did you even read my last post? Edited by Maniac1000 on Feb 23, 2011 at 05:27 PM Whats wrong on mypost? I hope you not saying my explanation of how normal mapping works is wrong,because I do alittle direct3d programming and Im pretty sure shader code for normal mapping on non static mesh's "non bsp's" need recalculation the lighting for every frame of movement. Or was it my halo related comment? Quote: --- Original message by: Maniac1000 That is true. You guys do know that when you set a bump map to a height map in guerilla, then recompile the tiff, tool just makes a normal map from the bump. Tool does a really bad job of this, so you are better to make your own normal map. Im sure they cant be normal maps,i know what your saying now, because when you open the texture it looks like a normal map,sure as hell doesn't behave like one. Edited by DarkLord0912 on Feb 24, 2011 at 09:26 AM
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Yoda
Joined: Jan 30, 2011
Do or do not, there is no try
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Posted: Feb 24, 2011 10:10 AM
Msg. 26 of 31
Quote: --- Original message by: Dwood Guys, just look up HLSL, download OS_PP and re-write the shaders. Then you can have, say, Bump-Maps on your weapons, stuff like that.
I used to think that 3d engines would render all differently but they honestly don't. What they _do_ render differently, and how is via the shaders they use. Games don't look better in Dx9 in 2005 to 2009 because the rendering has changed, but rather because they stuffed new shaders in there. Edited by Yoda on Feb 24, 2011 at 10:11 AM Okay, pardon my ignorance (I am workin on it), but is this comment purely sarcastic or is there actually a way to do this. I am willing to learn just about anything no matter how hard it is, so long as there is actually a way to learn it. And so long as it will actually be useful. Is there any way at all that I can get normal mapping (or some variation of it) onto maps, scenery objects, and weapons? Edited by Yoda on Feb 24, 2011 at 10:13 AM
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Dwood
Joined: Oct 23, 2007
Judge Ye Therefore
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Posted: Feb 24, 2011 11:32 AM
Msg. 27 of 31
Quote: --- Original message by: Yoda
Okay, pardon my ignorance (I am workin on it), but is this comment purely sarcastic or is there actually a way to do this. I am willing to learn just about anything no matter how hard it is, so long as there is actually a way to learn it. And so long as it will actually be useful.
Is there any way at all that I can get normal mapping (or some variation of it) onto maps, scenery objects, and weapons? Edited by Yoda on Feb 24, 2011 at 10:13 AM If you want to learn how, then I can teach you a few basic things for you to mess around with first. May give me a reason to mess with the game's shaders. If you seriously want a basic lesson or two, hit me up on xfire Edit: But before you do that, you're going to want to download (edit: and install) the dx 2007 sdk. Edited by Dwood on Feb 24, 2011 at 11:34 AMEdited by Dwood on Apr 16, 2011 at 06:05 PM
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DarkLord0912
Joined: Jan 17, 2009
Works on bigger and better things
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Posted: Feb 24, 2011 02:18 PM
Msg. 28 of 31
I thought you couldn't do anything graphics wise with halo ce,"alter".I can program HLSL,and knowing what I know how are you gonna make halo ce have normal mapping shader code.
If you please mister dufran!
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Dwood
Joined: Oct 23, 2007
Judge Ye Therefore
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Posted: Feb 24, 2011 04:58 PM
Msg. 29 of 31
Quote: --- Original message by: DarkLord0912 I thought you couldn't do anything graphics wise with halo ce,"alter".I can program HLSL,and knowing what I know how are you gonna make halo ce have normal mapping shader code.
If you please mister dufran! You can enable things like bump-maps for objects that are non-static, but it would require a sizeable change in the shaders, so much so no one's gathered an effor to actually do it. If I asked Scythe I bet I we could enable normal and bump maps for objects but the shaders would have to be written to work with them. You can find decompiled shaders with the last release of OS PostProcessing.
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XlzQwerty1
Joined: Aug 6, 2009
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Posted: Feb 24, 2011 08:24 PM
Msg. 30 of 31
Then please! Allow normal mapping if at all possible I really want to check it out, even If I have to use OS.
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DarkLord0912
Joined: Jan 17, 2009
Works on bigger and better things
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Posted: Feb 25, 2011 09:50 AM
Msg. 31 of 31
Well I can help you with this Dwood pm me or xfire
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