3D lighting shader (2D Normal Mapping) w. 3 lights
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This is a feature that should be implemented directly into MMF HWA! So that it's easier to work with, and objects can have a normal map layer.
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I agree that would be great, if MMF allowed alpha, normal map and multiple/a few effects to be layered on a active that would be really great. Photoshop style layer effects like looki made could be built in on the layers feature and maybe masks also. Even though it's great now if all of those were ever added HWA would be perfect.
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Quote from Andos
Wha?
He said Sphax, but sphax didn't post at all in this thread, so I guessed he meant you. -
Jacob: err... In fact, I have posted...
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I am using the DX11 version of your normal map shader and am having an issue with the top pixels being stretched when near the top of the screen. Any idea how to fix this? Thanks!
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Hello everybody! I was lazy for a long time to study how it works and was afraid. But, it was sooooo easy. I imagined how it works and was just as simple. Thank you!!!
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Wow- small world! I just found this Normal Shader and was trying to implement it; unsuccessfully. It's because I'm using DirectX11, and the version in this thread (and the only version, as far as I can tell) is for DX9.
I'm going to take a look at the shader code, but honestly, I think doing the conversion is beyond me.
Same goes for the Tiled Normal Map shader... No DX11 support -
Wow- small world! I just found this Normal Shader and was trying to implement it; unsuccessfully. It's because I'm using DirectX11, and the version in this thread (and the only version, as far as I can tell) is for DX9.
I'm going to take a look at the shader code, but honestly, I think doing the conversion is beyond me.
Same goes for the Tiled Normal Map shader... No DX11 supportI have no issue at all for DX9 use. It works amazingly, in fact. I looked at the shader code myself and tinkered around with it but it's definitely beyond my understanding. It may not be possible in its current form and may even require a complete re-write for what little I know. Would love it if Anders could at least confirm if it was even possible.
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Yeah, sorry if I wasn't clear- I see no issues if the project is DX9, but if set to DX11, then no-go.
This is evident in how even in DX11 projects, the Editor still uses DX9, and it looks fine in my project's Editor.If my project's set to DX11, then the shader doesn't work correctly. It's funny, it looks like the Normal map is working correctly, but the shader is displacing the actual background by some amount and scaling it up.
It's a bummer!
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Have you got an example mfa? This might be the issue. "float4 background = bkd.Sample(bkdSampler, In.texCoord*0.67);"
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Try this
Actually a few errors in the DX11 Version
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Try this
Actually a few errors in the DX11 Version
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Please login to see this attachment.fnkycoldmadeanr, you are a real champ! That works perfectly now for DX11. You have my many, many thanks!
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Try this
Actually a few errors in the DX11 Version
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Please login to see this attachment.Dear fnkycoldmadeanr,
THANK YOU SO MUCH!
I love you as much as one internet stranger can love another internet stranger. Much appreciated! -
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