Resource:ShaderPedNormal: Difference between revisions
RenAngerman (talk | contribs) (Created page with "{{Resource page}} This is a normal map resource for MTA. It enables normal mapping effect for peds. Also adds sun and moon light to make gtasa lighting a bit more interesting. It...") |
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==Examples== | ==Examples== | ||
<syntaxhighlight lang="lua">exports.shaderPedNormal:applyNormalToPedTexture({"normals/face_nrm1.0.png","normals/skin_nrm1.0.png"})</syntaxhighlight> | <syntaxhighlight lang="lua">local resourceName = ":"..getResourceName(currentResource).."/" | ||
exports.shaderPedNormal:applyNormalToPedTexture({resourceName.."normals/face_nrm1.0.png",resourceName.."normals/skin_nrm1.0.png"})</syntaxhighlight> | |||
This applies normal map effect to textures "face" and "skin". Notice that the nrm textures should be placed in the resource the function is being called from. | This applies normal map effect to textures "face" and "skin". Notice that the nrm textures should be placed in the resource the function is being called from. | ||
Revision as of 01:19, 6 July 2014
This is a normal map resource for MTA. It enables normal mapping effect for peds. Also adds sun and moon light to make gtasa lighting a bit more interesting. It is compatible with the peds created to work with normalmap plugin for gtasa.
Overview
You'll have to extract normals from the txd file and apply them with the applyNormalToPedTexture function.
This test resource should present a better explanation. Download here Choose (!SKIN ID 7!) after starting.
The resource itself adds exported clientside functions:
Exported functions
applyNormalToPedTexture
This function applies the normal mapping effect to ped textures.
bool exports.shaderPedNormal:applyNormalToPedTexture( table filepath strings )
Required Arguments
- filepath strings: The table of filepaths to apply. Those should be paths for the normals extracted from the txd archive.
Returns
The function returns true if set successfully, false otherwise.
removeNormalFromPedTexture
This function removes the normal mapping effect from ped textures.
bool exports.shaderPedNormal:removeNormalFromPedTexture( table filepath strings )
Required Arguments
- filepath strings: The table of previously applied normals to be disabled.
Returns
The function returns true if set successfully, false otherwise.
applySpecularToGTAPeds
This function applies a custom specular lighting effect to ped by ID.
bool exports.shaderPedNormal:applySpecularToGTAPeds(table ped model id table,bool sobel)
Optional Arguments
- ped model id table: The ped model id table If left blank the effect is applied to all standard ped textures.
- sobel: The second argument generates normals based on original textures if set true. Sobel filter works only when your graphics card supports shader model 3.
Returns
The function returns true if set successfully, false otherwise.
removeSpecularFromGTAPeds
This function removes custom specular lighting effect from ped by ID.
bool exports.shaderPedNormal:removeSpecularFromGTAPeds(table ped model ids)
Optional Arguments
- ped model ids: the ped model id table If left blank the effect is removed from all ped textures.
Returns
The function returns true if set successfully, false otherwise.
Examples
local resourceName = ":"..getResourceName(currentResource).."/" exports.shaderPedNormal:applyNormalToPedTexture({resourceName.."normals/face_nrm1.0.png",resourceName.."normals/skin_nrm1.0.png"})
This applies normal map effect to textures "face" and "skin". Notice that the nrm textures should be placed in the resource the function is being called from.
exports.shaderPedNormal:applySpecularToGTAPeds({0,7,121},false)
This applies the specular effect to peds by id 0,7,121
exports.shaderPedNormal:removeSpecularFromGTAPeds()
removes the specular effect from all the peds.
Of course when you want to use theese functions in your resources you have to include
the ShaderPedNormal resource in meta.