Question about normalmaps

  • #1, z saintandsimonWednesday, 28. June 2017, 19:13 hodinky 7 years ago
    So I have a question, will there be a feauture where you can add normalmap in Visionaire 5 (or any update?) - it would be an awesome feauture, no doubt. And would  attract a bunch of new developers as well. smile

    Grateful for any reply, here's to hoping!

    Bažant

    85 Posts


  • #2, z saintandsimonMonday, 03. July 2017, 17:06 hodinky 7 years ago
    Bump. smile

    Bažant

    85 Posts

  • #3, z SimonSTuesday, 04. July 2017, 23:27 hodinky 7 years ago
    Just to answer it, yes, it's possible, but not without scripting. Any experience with shaders ? And how would your use of them look like ?

    Kapitán

    1582 Posts

  • #4, z sebastianWednesday, 05. July 2017, 00:05 hodinky 7 years ago
    I guess his plan is to use some kind of light sources (maybe shader lamps) to affect the displayed scene objects/characters. But im not sure if this is easy to implement a combination of those two separate things right now at all.

    Kapitán

    2346 Posts

  • #5, z SimonSWednesday, 05. July 2017, 13:14 hodinky 7 years ago
    I'm interested in specifics.

    Kapitán

    1582 Posts

  • #6, z saintandsimonWednesday, 05. July 2017, 21:46 hodinky 7 years ago
    Hello, much like Sebastian said. 

    Example: I have a character, and I let this 2D-character have a normalmap projected on it. This in combination with lets say, some kind of 2D-lightsource to bring the feeling of it being dynamic (characters lights and shadows then change depending on where you go in a particular scene), and giving depth. 

    That said I don't have experience with shaders, but I'm more asking if this feature will be available in the engine, so that people dont need to have expertise in shaders and lua. smile

    Spritelamp is a good tool for making normalmaps (maybe Visionaire could collaborate with the developer of it (the developer is really friendly)?, and this particular example I found in this video is for Unity but I guess you get the idea. smile

    https://www.youtube.com/watch?v=lmoVfzz5P_E


    Bažant

    85 Posts

  • #7, z SimonSMonday, 10. July 2017, 12:44 hodinky 7 years ago
    I made a small template, to show how it would look.

    Kapitán

    1582 Posts

  • #8, z afrlmeMonday, 10. July 2017, 13:05 hodinky 7 years ago
    In your opinion is that good or bad? It looks pretty decent as long as it doesn't get too close to the lightsource. Not sure why you used red though...

    P.S: I wondered why you had been messing around with sprite lamp recently. Mystery solved. smile

    Imperátor

    7285 Posts

  • #9, z saintandsimonMonday, 10. July 2017, 16:48 hodinky 7 years ago
    Arghh, I'm so excited to see it, but it says that the file/game cant be opened/loaded. I tried opening it in both VS4 and VS5 beta without luck. *inserting crying face*. Something I'm doing wrong?


    Bažant

    85 Posts

  • #10, z SimonSMonday, 10. July 2017, 17:02 hodinky 7 years ago
    Why are you using the beta ?

    Download the current V5 here or here:

    Kapitán

    1582 Posts

  • #11, z saintandsimonMonday, 10. July 2017, 18:23 hodinky 7 years ago
    I wasn't sure what RC was (I thought it was a build specific for other things). smile. It looks nice! It's quite a lot of code though for someone who's used to not coding grin, I'll play around with it and see what happens. I'll change around some numbers and see if I can add a fixed light to start with. 

    Bažant

    85 Posts