normal map problem.. max 9

GavraNxyz

26-01-2008 12:37:54

Hi, i am using max 9, and i can't complete the normal map tutorial, i downloaded the scene with the taurus from the site... and checked, everything seams to me OK... but still no result! can someone please tell me what am i doing wrong...?? :?:

here i posted a file, with 3 maps (diffuse, normal map, and normal cube) and a max9 file... it is a simple box with 3 bones, and it is animated...

http://rapidshare.com/files/86742287/ofusion_problem.rar.html

if anyone has a spare minute, and is willing to help, i would be most grateful!! :D

Lioric

28-01-2008 15:17:31

There are several threads about this tutorial, search the forums for posts with possible similar issues

What exactly is the issue? post more details (what results are you currently producing), a screenshot

GavraNxyz

28-01-2008 21:14:06

i tried what a every normal person would try before asking for help... but no one posts the exact settings, and i also tried to complete the video tutorial.. but no success, because the video tutorial doesn't have the same options as my max9 with the latest ofusion...

i posted a sample scene, that i made... only to get this to work... only progress i got is to see the normal map, but it doesn't react to the light in the scene ...so you see, screenshot wouldn't help..

i also downloaded the sample scene (normal map) from ofusion webpage, it works, but when i merge the material, or set the same settings on my model... it doesn't work

when it comes to max, i am a professional... but with ofusion, i don't understand a thing :D


maybe someone has a better tutorial, or a sample scene to copy the material?? anything that could help :?: :?

Lioric

29-01-2008 15:53:00

Are you generating Tangent vectors in the objects where the material is being applied to?

Is the light position parameter in the shader in Object Space?

Search this forums, there are several threads with other (and very good) normal mapped shaders (as the monster shader)

GavraNxyz

02-02-2008 19:10:41

yes, i did all of the above... and i cant find a link to a monster shader that works!! :(
no use from other threads, read them all... and still don't get what am i doing wrong!
all those hours in zbrush, and now i can't get it to work
Anyway, thanks for making an effort! :wink:


ofusion community really lacks on tutorials..

can anyone post some links, anything that could help :?:

Evak

03-02-2008 16:53:27

Thing is most Shader problems have nothing to do with Ofusion, and more to do with artists not being able to code shaders. Thats the problem I have been struggling with for months.

http://www.tysoes.com/ofusion_The_Monster.zip

I posted some simple normal map shaders exported from shaderFX somewhere on here too, they included max scenes.

I bought ofusion Pro a while back and will be using the ShaderFX>Ofusion bridge in the future for creating shaders.

Evak

05-02-2008 22:02:59

http://www.flow3d.org/AD/COL+SPEC+NRM.rar

Thats a shader I made with the ShaderFX>Ofusion bridge.

First texture unit in your Ofusion pass has to be diffuse with specular in the alpha channel.

second texture unit has to be your normal map.

You can see the posted shader being used in all the scenery tiles in the pic below.

http://www.flow3d.org/AD/MazeMonkey_Edit.jpg

that pic was way too big, so you will have to click on the link to see it.

GavraNxyz

18-02-2008 10:04:12

hy everyone, sorry for not posting any of my progress... the main problem was that i had a object based normal map, instead of a tangent based one, and i didn't (still don't) get how to make it work in ofusion... my tangent based normal maps work, but object based don't...

anyway, thanks for all of your help... but i wont be working on my project anymore... because my programmer quit on me! :)
he couldn't make "john" walk on a scene from ofusion (*.osm with a *.mesh terrain), that i exported and insisted we use a *.bsp map... but on bsp maps, you can't make a day and night cycle... so the whole idea of a RPG based character demo went to scraps! :(

here is a picture of "john"... hope you like him... made with 3dsmax9, zbrush, and painted with a tablet in photoshop.... also has a 4 directional walk animations, and a idle animation... all working for ogre :)


Evak

18-02-2008 16:13:42

hey the model is really cool. Unlucky with the coder. I guess he didn't have the experience required and was hoping for something more in line with modding and scripting than working from the ground up.

GavraNxyz

19-02-2008 10:43:24

yeah, tnx... spent a lot of work on him...
as for the coder, he is working as a programmer for 15 years... can anyone tell me, why is it so much harder to make him walk on a *.osm scene from ofusion... then on bsp map... are there any tutorials on this?

maybe i will find someone else, to make john walk...

Lioric

19-02-2008 16:18:22

For the application, there is no difference if you load the scene via the generic scene manager, the octree, or as a bsp, the scene gets loaded and created as a series of meshes and submeshes inside the Ogre scene manager system (the bsp scenes gets converted to renderable meshes with hardware buffers as any other mesh when loaded)

And if you use a system that old as the bsp, you will add a layer of restrictions to your application, that will affect the performance, and if a coder recommends using bsp, then you should question his experience in this specific field

GavraNxyz

21-02-2008 10:23:03

tnx Lioric, that's what i thought... (last sentence) just needed someone to confirm... :)
bsp for me is not an option... because i like dynamic lights, large maps and day/night cycles in games... at least for a RPG genre.

enough said... i need to find a new coder, or john will never walk! :D

Evak

21-02-2008 18:00:11

hmm, were about to try and get a walking bone animated mesh in our flow engine game demo. Should be done in the next few days. I'm more of an environment and vehicle artist and not so hot at character animation so its taking me some time to make an animated mesh, even something as simple as a walking robot to compliment the rolling one.

If all you want to do is see John walking, once I get my robot walking in our demo, I can stick john in there and send you a demo.

Going to take a while for me to get the strafe right, I have a walk cycle done so far, but am struggling with controling biped footsteps at the moment.

http://www.flow3d.org/AD/walkies.htm

GavraNxyz

24-02-2008 01:09:29

ej Evak, i don't know if i can help you... but your offer is very ok...
here's the thing... i never took time to learn biped... and always did my own rigging! when you say strafe, i don't know does it mean an attack, or a walk sideways, sorry, my english still lacks practice :D

:idea: also, i took a look at your model, and if you want to animate it going sideways, it will be kind'a hard... when animating a character doing a sidewalk, one leg has to go over the other... and your character's legs have only one axis... a minor change to the mesh would give it a much more real feel

just a suggestion, hope you take advice ;)

Evak

24-02-2008 17:21:37

I got it working fairly well. It looks like Ogre does quite a good job of blending between animations, and so long as the first foot is wide enough the following foot doesn't have to cross over. It probably would be better if he could cross the legs over though. His direction will have to be a bit slower to compensate.