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1  Crystal Space Development / Game Content Creation / Re: get shaders on: January 16, 2008, 08:34:27 am
I see Cg creates pixel shaders as well. But in the "CS\data\shader" directory all shaders seem to  be vertex shaders(return value seems to be a vertex). Wonder if CS supports pixel shaders as well.
2  Crystal Space Development / Game Content Creation / standard and diffuse on: January 15, 2008, 10:26:24 am
Hello everyone,

I'm using blender2crystal and I've noticed that, when using certain renderloops, every mesh can be given three shaders instead of one. A standard shader, diffuse and ambient. I always set the ambient shader to the vacancy of ambient, because if this place is unoccupied the mesh seems to get all black. It doesn't seem to matter what's put there tough.
Diffuse is a big riddle to me, because according to wikipedia diffuse lighting of a surface is calculated by dotting the light unit vector with the surface normal unit vector. But assigning shaders to the diffuse vacancy doesn't seem to do anything.
Then there's the standard vacancy. Every shader that is put there works differently. But I've got no idea how that one calculates lighting.

What I would like to find is some page, explaining these things. Because on the blender2crystal site I can't really find complete information about this.

Thanks.
3  Crystal Space Development / Game Content Creation / Re: get shaders on: January 10, 2008, 10:28:11 am
So you know a little bit about writing shaders. Could you tell me the page you found that information about shader wrappers? Those wrappers are xml right?

'cos I don't know anything about shader coding, or how to write a wrapper. The CS manual doesn't seem to have much examples, or clear information about shader coding. And nothing is said about shader wrappers that are needed. I usually just try out the present shaders in blender2crystal on my models, but that's very restricting since they all look pretty much the same and others just give black meshes.
4  Crystal Space Projects / Finished Projects / Re: Ice Land on: January 08, 2008, 09:53:24 pm
Looks good, too bad it's not for windows. You could also try to make sure the environment vars don't have to be changed.
5  Crystal Space Development / Game Content Creation / Re: smooth bumbmapping on: January 08, 2008, 04:51:17 pm
I'm sure they'll solve that problem.

Just one thing, you gave me a link. Could you tell me the name that the file has on that page? Because it contains a large list of files.
6  Crystal Space Projects / Finished Projects / Re: Jammer The Gardener on: January 08, 2008, 04:45:45 pm
I see, just wondered looking at the picture. Tried to play it myself, but the application shuts down on my machine after having shown several black screens.
7  Crystal Space Projects / Finished Projects / Re: Jammer The Gardener on: January 08, 2008, 10:37:11 am
I wonder how you made those sphere shaped meshes(trees etc.) Are those really high-polygon meshes, or are you using a trick?
8  Crystal Space Development / Game Content Creation / Re: smooth bumbmapping on: January 07, 2008, 08:22:55 pm
Yeah, but blender doesn't generate tangential space normal maps yet. They say they're working on it tough. I hope it's gonnna work good.
9  Crystal Space Development / Game Content Creation / Re: smooth bumbmapping on: January 07, 2008, 06:33:56 pm
I beleieve I don't get it anymore. According to wikipedia, normal mapping replaces all the normals with the normals frokm the normal texture. So that would mean I'd need an object space/camera space normal texture. But these bumbmap shaders give misshaped results when using such normal textures on them. But according to you, these shaders are normal mapping shaders. So what kind of normal textures do I need for them, tangetial or object space?
10  Crystal Space Development / Game Content Creation / Re: smooth bumbmapping on: January 07, 2008, 08:40:18 am
Is that a link to some kind of program?

I tested blender's internal normal mapping, the new version, and it worked correctly, but I ran into problems using it in crystal space.

What kind of shader did you use then? Note that not every technique called bumbmapping, is normal mapping. According to wiki, normal mapping is one of many forms of bumbmapping.
11  Crystal Space Development / Game Content Creation / Re: smooth bumbmapping on: January 05, 2008, 08:34:27 pm
It looks like a better normal map generator is really needed.

DENormGen doesn't even generate a good normal texture for a simple low-poly sphere, when using a high-poly sphere(my head hurts when thinking about making a face this way). Melody has no explanation on how to use it with blender, while it does have too many buttons. And I can't even find that ORB program anywhere on the internet.

You start wondering how they created those good normal maps in those games you see on the sale everywhere. I guess they did that with normal mapping. You know, when the normal tex replaces the surface normal, rather than adding on to it.

Blender2crystal doesn't seem to have normalmap shader available. There are just a lot of bumbmap variants. If I only understood  CS-shaders a little better, I'd try to make a normal map shader myself.
12  Crystal Space Development / Game Content Creation / get shaders on: January 05, 2008, 03:25:43 pm
Hello, I was just wondering. Is there somewhere a website that has a bunch of shaders that this engine supports?

Like the furr shader or a normal mapping shader perhaps?

I don't know what shader formats CS supports, so I don't really know what to google on.
13  Crystal Space Development / Game Content Creation / Re: smooth bumbmapping on: November 18, 2007, 04:19:30 pm
And what .html page do you recommend me to read?

Blender creates normal maps in camera space, while CS needs tangetial space(if I'm correct). These normal maps from blender are useless for CS.
14  Crystal Space Development / Game Content Creation / Re: smooth bumbmapping on: November 17, 2007, 11:09:03 pm
OK I realize now that the problem is not with blender2crystal but with the normal map. I even discovered that the face I was trying to create contains black spots, that aren't on the texture. I tried dragengine as well as melody for normal texture creation. Dragengine gives imperfect normal maps and the normal texture from melody is very bad. Whatever I do or try with my models. I just can't seem to create the right normal texture.
15  Crystal Space Development / Game Content Creation / Re: XML (CS3D "World" file) questions on: November 15, 2007, 11:00:35 am
I wonder: What does <viscull/> do actually? There is a lot of the xml commands I don't know. Is there a documentation somewhere?
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