3d Lighting On for quick verification
Converted to 2d light map image
Result in shader
a ) Open your obj file in GMModelFix
b ) Use the FIX tool
c ) use the rotate feature so the model faces right (on the +x) side and that the top of the model (or the side of the model that will face the camera) points up towards +z
d ) scale and move the object so it is centered
d ) open the texture and use the flip feature until the texture matches the model, make sure the model is set to show the texture to do this
e ) save the texture
f ) hit the generate lighting button
h ) confirm the model is properly lighted by adding a light in the viewer
i ) save the model
*refer to the GMModelFix topic and also the help in the program (F1)
1) open the d3d model in d3d22d
2) open the texture
3) scale the model to fit in the 512x512 window and to be the wanted size for your game (can be done in GMModelFix or Studio's sprite editor)
4) hit S
5) Select all in paint and copy
6) Paste in a sprite and delete the background in Studio, and crop. This will be your actual sprite.
7) In d3d22d, Select the Convert to 2d Lighting Normal
8) hit S
9) Select all in paint and copy
10) paste in a sprite and delete the background in Studio, and crop. This will be your 2d normal sprite.
compatible with these shaders
If the lighting in the shader clips, increase the z position (currently 3) to 100;
if the result does not work at all, make sure to set the Use as 3d for the 2 sprites involved and possibly set the Force software vertex in the game setting. This mostly for us guys on windows 8.1. Studio is totally fubar on 8.1; these 2 settings being required, it is almost impossible to distribute a game like that, imagine all the texture swapping your game will have to do!!?? And you thought the shader stuff would make things faster?? think again. you have to cripple your game to make the shaders work lol.
Edited by icuurd12b42, 14 November 2013 - 12:13 PM.