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Bump mapping textures automatically generated
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Banshee
Supreme Banshee


Also Known As: banshee_revora (Steam)
Joined: 15 Aug 2002
Location: Brazil

PostPosted: Tue Aug 02, 2011 4:48 am    Post subject:  Bump mapping textures automatically generated
Subject description: That's our current research.
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If you grab the latest SVN build of the program, you might be able to generate models with bump mapping texture. It's not done automatically.

First of all, make sure you have the correct palette selected. Then go to Tools -> 3D Modelizer.

Once there, there is a button at the right of the rotating arrows which should provide additional options. Go to Texture Effects -> Generate Diffuse Texture ... and choose 60. Then, go to Texture Effects -> Generate Bump Mapping.

You should get this kind of result below:


Demo Truck using only Diffuse Texture:


Demo Truck using Diffuse Texture and Bump Mapping:



And here's the diffuse texture:


The bump mapping texture:


... which is made from the following height map:



And there are a couple of other units with bump mapping as well:


Mammoth Mark II:


Chaos Drone:


Ambulance:


Night Hawk:


Boomer:




The result is polemic, I know. I am not sure if this bump mapping is correct, if the texture is correct or the shader. For now, it makes sense. Some units like the Chaos Drone looks cool. The Demo Truck itself is exagerated.

Post your opinions, suggestions and experiences.

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Kcirevam
Rocket Infantry


Joined: 15 Jun 2011
Location: "Where do you want setup?".

PostPosted: Wed Aug 03, 2011 12:44 pm    Post subject: Reply with quote  Mark this post and the followings unread

Can you specify the texture size or is it done automatically?, and how does the voxel know how to recalibrate the textures after you edit them?.

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SMIFFGIG
General


Joined: 03 Mar 2003
Location: Great Britain

PostPosted: Wed Aug 03, 2011 12:50 pm    Post subject:   Reply with quote  Mark this post and the followings unread

Very impressive stuf banshee!

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Banshee
Supreme Banshee


Also Known As: banshee_revora (Steam)
Joined: 15 Aug 2002
Location: Brazil

PostPosted: Wed Aug 03, 2011 4:15 pm    Post subject: Reply with quote  Mark this post and the followings unread

You can choose the texture size at Texture Effects -> Texture Size. The maximum size you can choose at the moment is 4092x4092, which should be very big for any existing game.

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Banshee
Supreme Banshee


Also Known As: banshee_revora (Steam)
Joined: 15 Aug 2002
Location: Brazil

PostPosted: Tue Aug 09, 2011 7:31 pm    Post subject: Reply with quote  Mark this post and the followings unread

I've been working on this bump mapping effect for a while and I've found a lot of problems with the shader and the rendering code used for it. The texture itself is acceptable, although I decided to invert a couple of things. So, forget the pictures above and here are the final results:



Demo Truck using only Diffuse Texture:


Demo Truck using Diffuse Texture and Bump Mapping:



And here's the diffuse texture:


The bump mapping texture:


... which is made from the following height map:



And there are a couple of other units with bump mapping as well:


Mammoth Mark II:


Chaos Drone:


Ambulance:


Night Hawk:


Boomer:




The effect is interesting, except for the ambulance, which didn't look good. Perhaps, the bump mapping effect is exagerated and I may consider adding a scale option, just like the nVidia plugin.

The shader is now working correctly on nVidia cards. I haven't tested the latest version of the shader on ATI cards, but there is a high chance of working (the previous version was being accepted by my laptop).

Post your opinions, suggestions and experiences.

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Kcirevam
Rocket Infantry


Joined: 15 Jun 2011
Location: "Where do you want setup?".

PostPosted: Tue Aug 09, 2011 7:41 pm    Post subject: Reply with quote  Mark this post and the followings unread

They have some stuff to them: they rock and look like rocks Confused

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Banshee
Supreme Banshee


Also Known As: banshee_revora (Steam)
Joined: 15 Aug 2002
Location: Brazil

PostPosted: Tue Aug 09, 2011 7:54 pm    Post subject: Reply with quote  Mark this post and the followings unread

Yea, I guess a scale option will be very welcomed #Tongue.

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Holy_Master
Commander


Joined: 21 Jul 2004
Location: Thailand

PostPosted: Wed Oct 05, 2011 2:58 am    Post subject: Reply with quote  Mark this post and the followings unread

i wonder how wireframe of those model look like.and i'll be more useful if you can make them convert to be low polygon model. the last vxl-->3ds convertor i ever use have creation thousand of box and slow my machine. and i think you should include 3ds-->vxl inside vxlse.

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raminator
Commander


Joined: 04 Oct 2005
Location: Bierkasten

PostPosted: Wed Oct 05, 2011 8:01 am    Post subject: Reply with quote  Mark this post and the followings unread

this vxl to obj is really fast.
not like flyby´s vxl>txt>3ds

results look like this...

so you can make real cool shps using this even if you don´t know how to do 3d

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Orac
President


Joined: 11 Jul 2008
Location: New Zealand

PostPosted: Wed Oct 05, 2011 9:27 am    Post subject: Reply with quote  Mark this post and the followings unread

Badass.

Mech-making time?

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TiberFCSL
Cyborg Artillery


Joined: 10 Nov 2006

PostPosted: Wed Oct 05, 2011 10:47 am    Post subject: Reply with quote  Mark this post and the followings unread

I don't know anything about 3d modeling, but I think that to properly convert a voxel into a 3d model you have to make the difference between sharp edges and curve edges, perhaps by counting the number of pixels from the two perpendicular (or 45° maybe 20°) planes and if that number is too high, it should be sharp. Of course that number may very according to the size of the voxel...
does this make sense or is it just crap?

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Banshee
Supreme Banshee


Also Known As: banshee_revora (Steam)
Joined: 15 Aug 2002
Location: Brazil

PostPosted: Wed Oct 05, 2011 11:16 am    Post subject: Reply with quote  Mark this post and the followings unread

You are thinking in a singular case, however, the method used to convert voxels into 3d polygons should be more generalized. Also, finding which voxels belong to the same plane is far from being a trivial thing. The method I'm using already generates more sharper edges than well known methods such as Marching Cubes.

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Orac
President


Joined: 11 Jul 2008
Location: New Zealand

PostPosted: Wed Oct 05, 2011 8:02 pm    Post subject: Reply with quote  Mark this post and the followings unread

I'd like to see the ability to paint faces of a voxel, as a third mode after colours and normals.
This would allow surfaces which curve to be considered as one normal, edges and slopes to be differentiated (removing stairways entirely), and bump maps to be generated more effectively.

Ideally, it would function similarly to normals mode, with colours which could be painted onto any surface of the voxel, exported as a .bmp and applied like a texture, and would mean that some parts of the voxel's shape could be preserved without tedious normal repainting after more voxels are added.

Of course while such would solve nearly all the problems with bump maps and normals, it does mean significant redevelopment, so I'm not expecting it any time soon.

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Banshee
Supreme Banshee


Also Known As: banshee_revora (Steam)
Joined: 15 Aug 2002
Location: Brazil

PostPosted: Wed Oct 05, 2011 9:54 pm    Post subject: Reply with quote  Mark this post and the followings unread

This is a voxel editor, not a 3D model editor, to be honest. The idea is that, at some point, you become able to generate 3D models from the voxel models, but in order to edit the 3D models, you'll need something else. It is really beyond the scope of the program.

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Orac
President


Joined: 11 Jul 2008
Location: New Zealand

PostPosted: Wed Oct 05, 2011 10:36 pm    Post subject: Reply with quote  Mark this post and the followings unread

I don't think I articulated my suggestion very well.

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