Reprint http://blog.csdn.net/games_maker/article/details/43935835
These days to study the next Wooyoogame technology, the site of the 3d display implementation seems very simple look oh, I did a simple tutorial for everyone
Inside the script feel is not difficult, a bit like the look of JSON, by configuration can be made to show the
Go to http://www.wooyoogame.com?sp=209 to register an account, then click on the game development (install a plugin) can write scripts
1. Export the model (remember to adjust the ratio unit 1 to 1 meters), otherwise the model will be very large or ultra-small
2. Upload the exported obj model and texture image to the platform
3. Read the model in the IDE and create the model
Loadmodel ("Testmdl", ":/tiantian/orge.obj", "obj");
Create (
{
Type: "Mesh";
Model: "TESTMDL";
});
The display effect is as follows
4. Read the model diff texture file
Clear ();
Loadmodel ("Testmdl", ":/tiantian/orge.obj", "obj");
LoadImage ("Bodyimg", ":/tiantian/body_dif.jpg");
LoadImage ("Weaponimg", ":/tiantian/weapon_dif.jpg");
Create (
{
Type: "Mesh";
Model: "TESTMDL";//Modeling Information
Geometries:
{
{index:0,texture: "weaponimg"};//sub-model 0 settings
{index:1,texture: "bodyimg"};//sub-model 1 settings
};
});
Haha, now the basic effect came out, the back is to adjust more effects
5. Read the normal map texture and add a more complex shader configuration
Clear ();
Loadmodel ("Testmdl", ":/tiantian/orge.obj", "obj");
Smoothmodel ("testmdl");
LoadImage ("Bodyimg", ":/tiantian/body_dif.jpg");
LoadImage ("Body_nimg", ":/tiantian/body_nor.jpg");
LoadImage ("Weaponimg", ":/tiantian/weapon_dif.jpg");
LoadImage ("Weapon_nimg", ":/tiantian/weapon_nor.jpg");
Create (
{
Type: "Mesh";
Model: "TESTMDL";//Modeling Information
Geometries:
{
{
index:0;
Shader
{
Type: "Normalmapex";
Texture: "Weaponimg";
Diffusemap: "Weaponimg";
Normalmap: "Weapon_nimg";
};
};//Sub-model 0 settings
{
Index:1;
Shader
{
Type: "Normalmapex";
Texture: "Bodyimg";
Diffusemap: "Bodyimg";
Normalmap: "Body_nimg";
};
};//Sub-model 0 settings
};
});
6. Have the normal effect, you can see the orc veins, now we are adding some detail settings, such as createmipmap to generate mipmap texture and light adjustment
Clear ();
Loadmodel ("Testmdl", ":/tiantian/orge.obj", "obj");
Smoothmodel ("testmdl");
LoadImage ("Bodyimg", ":/tiantian/body_dif.jpg");
Createmipmap ("bodyimg", 16);
LoadImage ("Body_nimg", ":/tiantian/body_nor.jpg");
Createmipmap ("body_nimg", 16);
LoadImage ("Weaponimg", ":/tiantian/weapon_dif.jpg");
Createmipmap ("weaponimg", 16);
LoadImage ("Weapon_nimg", ":/tiantian/weapon_nor.jpg");
Createmipmap ("weapon_nimg", 16);
Create (
{
Type: "Mesh";
Model: "TESTMDL";//Modeling Information
Geometries:
{
{
index:0;
Shader
{
Type: "Normalmapex";
Texture: "Weaponimg";
Diffusemap: "Weaponimg";
Normalmap: "Weapon_nimg";
ambient:{0.5,0.5,0.5};
Diffuse: {0.7,0.7,0.7};
Specular: {0.3,0.3,0.3};
};
};//Sub-model 0 (weapon) settings
{
Index:1;
Shader
{
Type: "Normalmapex";
Texture: "Bodyimg";
Diffusemap: "Bodyimg";
Normalmap: "Body_nimg";
ambient:{0.5,0.5,0.5};
Diffuse: {0.7,0.7,0.7};
Specular: {0.3,0.3,0.3};
};
};//Sub-model 1 (body) settings
};
});
You can create a connection by saving the script, and you can see it online.
Http://www.feekood.com/?path=:/tiantian/ShowOrge.ais
Scripting code for 3D model rendering of normal maps