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 Post subject: Re: ID4 (sega)
 Post Posted: Mon Jan 25, 2016 6:53 pm 
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Joined: Fri Jun 28, 2013 4:46 pm
Posts: 361
skillshot improved from the original game. Now the alien ship is doing some evasive move, so the skillshot is less obvious/easy

another idea is to add a video mode (shooting some alien ship) but i keep that for the end


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 Post subject: Re: ID4 (sega)
 Post Posted: Tue Jan 26, 2016 9:40 am 
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Joined: Wed May 13, 2015 5:49 pm
Posts: 197
:shock: :D


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 Post subject: Re: ID4 (sega)
 Post Posted: Wed Jan 27, 2016 4:15 pm 
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Joined: Fri Jun 28, 2013 4:46 pm
Posts: 361
i'm trying to add normal map with BAM new renderer to the alien ship but having a weird result (missing texture on a lot of faces)


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 Post subject: Re: ID4 (sega)
 Post Posted: Wed Jan 27, 2016 4:50 pm 
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Joined: Mon Mar 25, 2013 4:02 pm
Posts: 1033
If you send to me model (.fpm ) and textures i will today chech what hapend.

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http://www.ravarcade.pl
Better Arcade Mode
current BAM version: v1.5-289, released: May 10, 2020


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 Post subject: Re: ID4 (sega)
 Post Posted: Thu Jan 28, 2016 3:22 pm 
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Joined: Fri Jun 28, 2013 4:46 pm
Posts: 361
link : https://1fichier.com/?yc5matx7js

here is the file + script code used

'[BAM] !texture = id4
'[BAM] !normalMap = id4NM
'[BAM] !heightMap_bias = 0.0
'[BAM] !heightMap_scale = 0.05
'[BAM] !shininess = 40.0
'[BAM] !specularLevel = 0.50
'[BAM] !specularBalance = 1.00



the alien ship is made of 2 parts
=========================
zattackerLIGHT2 is a bulb model
zattackerHULL is a toy model


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 Post subject: Re: ID4 (sega)
 Post Posted: Fri Jan 29, 2016 6:17 pm 
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Joined: Mon Mar 25, 2013 4:02 pm
Posts: 1033
@smoke

Please try this BAM version:
http://www.ravarcade.pl/debug/BAM.dll

Info:
Source of problem: model is little bit broken. It has many triangle with same texture coords but on different place. It creates problem for math. I put in BAM.dll from above link some fix. Now it should look ok.

See screenshots:
before: http://www.ravarcade.pl/debug/zid42.png
after: http://www.ravarcade.pl/debug/zid43.png
On that images i put red/blue/green lines. That lines are vectors used in calculation.
Old BAM.dll can't find correct vectors for many vertices. That was source of problem.
On new BAM.dll only few vertices are broken. Most of them is invisible for player.
I zoomed model 10x time, so i was able to find them.

I noticed, that model has also few triangles (you may look at model from different sides, some wird trangles appears). It was not source of main problem. I don't think that broken trangles may be visible on table for player. So don't worry about that.

Few more things:
1. I think it will be better to set !heightMap_scale = 0.0
I don't see any height map in texture. I'm wrong? In NM in texture R,G,B i see just normal vector with 3 values. BAM uses only first 2 because last one can be calculated.
Because drawning with HeightMap is more time consuming, it is better to keep !heightMap_scale = 0.0 and !heightMap_bias = 0.0.

2. I see, that normal vector is varying very, very much. Like in one pixel it is 20 deg to left, next pixel 20 deg to right. This weekend i will add one more shader param to scale this angle.

_________________
http://www.ravarcade.pl
Better Arcade Mode
current BAM version: v1.5-289, released: May 10, 2020


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 Post subject: Re: ID4 (sega)
 Post Posted: Fri Jan 29, 2016 7:47 pm 
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Joined: Fri Jun 28, 2013 4:46 pm
Posts: 361
thanks !

I will try to cleanup the model.
the normal map has been auto-generated (gimp plugin) from the texture. that could explain why in one pixel it is 20 deg left an 20 deg right. I will try to regenerate with less "crisp" varying values.


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 Post subject: Re: ID4 (sega)
 Post Posted: Sat Jan 30, 2016 1:56 pm 
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Joined: Fri Jun 28, 2013 4:46 pm
Posts: 361
result with a cleanup model


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 Post subject: Re: ID4 (sega)
 Post Posted: Sat Jan 30, 2016 3:14 pm 
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Joined: Thu Aug 16, 2012 11:12 pm
Posts: 2777
Location: Arkansas, USA
If you guys would like me to test this table, I'm willing and able. I take it that you are using Rafal's new version of BAM that uses better models that I tested a while back.

George


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 Post subject: Re: ID4 (sega)
 Post Posted: Sat Jan 30, 2016 6:36 pm 
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Joined: Mon Mar 25, 2013 4:02 pm
Posts: 1033
@Smoke
Here is another BAM.dll with added param to control normalMapScale:
http://www.ravarcade.pl/debug/BAM.dll

In script param name is:
!normalMapScale
default value = 1.0
With this value it will look as previous.
= 0.0 - normal map completly disabled.

Here is animated gif with values: 0.0, 0.1, 0.2, ... 1.0
http://www.ravarcade.pl/debug/zid4_normalMapScale.gif
Last image is taken with value set to 1.0 and this is how it looks with normal maps i get.
For me it looks better with normalMapScale = 0.3

This param can be modified "on-the-fly" in [DEV menu]

_________________
http://www.ravarcade.pl
Better Arcade Mode
current BAM version: v1.5-289, released: May 10, 2020


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