(08-20-2017, 02:21 AM)djneo Wrote: Hooray!as the input for the tool you just rename the Color file to the plain name of the texture, the Displacement map to the same name but adding .bump, the specualr .spec and the normal map .nrm you run the tool and that wil generate the .mat file needed.
Seems like I'm getting somewhere finally guys
The results just aren't very realistic right now, but I see clearly the difference now.
The jersey textures just looks like neon right now haha.
But I think it's because I'm using wrong program for creating the material textures.
Because this program gives me different choices than what Ishi needs.
It let me save texture as the following:
Normal map NRM
Displacement map DISP
Ambient occlusion OCC
Specularity map SPEC
Diffuse color map COLOR
And as we know Ishi needs something little different.
So is there any software I should buy that would render exactly what our beloved Ishi needs?
Also I don't need to have Phong lighting ON, correct? Just per pixel lighting?
Damn it's so exciting!
Thanks!
[UNOFFICIAL] Ishiiruka-Dolphin Custom Version
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08-20-2017, 03:12 AM
08-20-2017, 03:26 AM
updated latets folder witha new version, merged latest master changes. also issues with dx12 graphic errors should be fixed.
Thé materials works only with tesselation enabled, thus not under Opengl, is that correct?
specs:
Windows 10 Intel i7-9900K @ 4.9Ghz 32 GB RAM Nvidia 1080ti 08-20-2017, 05:43 AM
only displacement needs tessellation, ligthings works as long as the game uses ligths.
08-20-2017, 05:44 AM
Under Opengl I don't see any difference at all unfortunately.
When I turn on tesselation under dx11 or 12 the player models looks really broken. But ya, I can see it working, while moving with various tesselation sliders. Sign
specs:
Windows 10 Intel i7-9900K @ 4.9Ghz 32 GB RAM Nvidia 1080ti 08-20-2017, 05:47 AM
(08-20-2017, 05:43 AM)Tino Wrote: only displacement needs tessellation, ligthings works as long as the game uses ligths. Okay, so that's good news. Now I need to make the lighting works under Opengl.
specs:
Windows 10 Intel i7-9900K @ 4.9Ghz 32 GB RAM Nvidia 1080ti 08-20-2017, 05:47 AM
(08-20-2017, 03:26 AM)Tino Wrote: updated latets folder witha new version, merged latest master changes. also issues with dx12 graphic errors should be fixed. I can confirm that the shadows are now properly rendering in Luigi's Mansion. However, the light scattering bug still exists, and upon further investigation, MATSO DOF is also affected. Also, BoundingBoxMode in Paper Mario's config isn't being detected starting with build 957. 08-20-2017, 12:38 PM
08-20-2017, 02:37 PM
Hello,
I've noticed that on 758 I'm able to run Spider-man 2 on the directx12 backend just fine, but on 981 and 984, it crashes every time at the first loading screen giving the message: "DX12;;ID3D12QueuedCommandList;;BackgroundThreadFunction failed in D3DQueuedCommandList.cppat line 320; Failed HRESULT ; 80004005" Do you know why that might be? I've also had F-Zero GX crash a few times giving the same message, but most of the time it doesn't crash. edit: Spider-man 2 just crashed on the stable version as well, something about "DX12 texture cache" 08-20-2017, 09:31 PM
Thanks for the recommendation guys.
Unfortunately seems like the lighting is not working in Nhl2k11. Displacement work, but it makes the player models looks completely broken Thanks anyway
specs:
Windows 10 Intel i7-9900K @ 4.9Ghz 32 GB RAM Nvidia 1080ti |
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