General Question Static objects and D3D9

Kendo

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I am trying to add a refl. texture to a static building as part of a base, but it doesn,t work. It is part of a base config. Is it because it is static?
I have had success with vessels.
 

kuddel

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Hello Kendo,

unfortunately D3D9Client (currently) doesn't support additional texture maps for surface objects.
Additional texture maps (_bump, _spec, _emis, _refl) are currently only supported for vessel-class objects.

Until this feature is implemented (if it will be at all), a work-around is to place vessel-class objects instead of bases on the surface.

/Kuddel
 

Kendo

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Thanks Kuddel, I should have realized that.
Not worth doing as a vessel as it has to be in a scenario, and if it,s not, it,s not there.
Just have to be an ordinary boring, miserable, dull object I,m afraid.
 
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Loru

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Hello Kendo,

unfortunately D3D9Client (currently) doesn't support additional texture maps for surface objects.
Additional texture maps (_bump, _spec, _emis, _refl) are currently only supported for vessel-class objects.

Until this feature is implemented (if it will be at all), a work-around is to place vessel-class objects instead of bases on the surface.

/Kuddel

Not sure bout spec and reflection maps but bump maps seem to work on static meshes in bases unded d3d9 R11c

bump map is saved as dds dxt5

static-bump.jpg
 

Kendo

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Hmm, bump works with either dtx5 or dtx1. Emis also works, but refl. doesn,t.
I am using D3D9 version12
 
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kuddel

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Interesting ! :cool:
Exactly! :lol:
I didn't expect that!
Let's see if I can find the according code parts (out of curiosity)

Loru said:
Not sure bout spec and reflection maps but bump maps seem to work on static meshes in bases unded d3d9 R11c

bump map is saved as dds dxt5

So a base object using texture "aaa.dds" that also has a
"aaa_bump.dds" texture does work?!

Fascinating!
 

Kendo

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And aaa_emis.dds for example also works
 

SolarLiner

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It would be known if static meshes had their own Reflection Cube Maps, so reflection doesn't work. All other maps works as expected.
 

kuddel

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It would be known if static meshes had their own Reflection Cube Maps, so reflection doesn't work. All other maps works as expected.
Thanks for the info!
I think I will (at least) update the documentation ;)

So is this right?:
xxx_norm : works
xxx_spec : works
xxx_emis : works
xxx_bump : works
xxx_refl : does not work

Due to the fact that I am almost unable to create those textures by myself ( :blush: ) could someone create a "basic set" for me?
Something like bricks.dds, bricks_norm.dds, bricks_spec.dds, etc. ?

That would be very nice (also for further testing)

Regards,
Kuddel
 

Kendo

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One thing I have noticed, on a roof for example, using _norm.dds makes it look like shiny plastic, whereas _bump.dds looks more realistic.
Also _bump maps have to be stronger to get a decent effect.
 

Loru

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One thing I have noticed, on a roof for example, using _norm.dds makes it look like shiny plastic, whereas _bump.dds looks more realistic.
Also _bump maps have to be stronger to get a decent effect.

What is your material definition??
 

Kendo

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I usually use this

0.894314 0.894314 0.894314 1.000000
0.894314 0.894314 0.894314 1.000000
0.400000 0.400000 0.400000 1.000000 20
0.000000 0.000000 0.000000 1.000000

3rd line down 0.400000 0.400000 0.400000 1.000000 20, using 0.400000 gives me a reasonably flattish effect while 20 keeps the shine down.
You can,t use 0 as you need a certain amount of shininess to see the bump
 

Loru

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Actually you don't. Bump maps work by varying lighting not reflection.


MATERIAL SBB
1.0 1.0 1.0 1.0
1.0 1.0 1.0 1.0
0.9 0.9 0.9 1.0 0.0
0.0 0.0 0.0 1.0
TEXTURES 1
SBB\sbb-tex1.dds


bumpmap-exp1.jpg
 
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Kendo

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Personally, I think a slight shine gives a better effect. Of course it depends on the subject.
 
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Kendo

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Loru, I knew you should never have given him those textures :facepalm:
 
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