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History: Monster oFusion

Source of version: 9 (current)

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!Intro
Okay, how to get it workin'?

1. copy monster.program, monster.source into 3dsmax_folder/ogre_azathoth/Media/shaders
2. copy a normal-map (tangent-space - main color is light blue - just like Ogre's stock pics)
   and a diffuse-color-map into a place where you can reach them from max easily
   (like: 3dsmax_folder/ogre_azathoth/Media/textures)
3. replace 3dsmax_folder/cg.dll with the one of Dagon distrib. - it won't f*ck anything with oFusion or other stuff
   just lets you have those #ifdefs and #elifs of the monster shader work fine
   (maybe it's just for me, but original cg.dll that was there (perhaps from oFusion?) was 3 years old!)

4. open max, create model, generate mappin'-coords
5. open oFusion/object from menu, check generate tangents
6. set up max 3 omni lights, with fancy colors, set a viewport to OGRE VIEWPORT, and MAKE IT ACTIVE (click on it)
7. open Material Editor, create 1 Ogre Material, then 1 Ogre Technique in that, then 1 Ogre Pass in that
   /a bit easier than doing all the stuff oFusion offset tutorial suggests, I think :)/
8. assign monster as vertex and fragment shader
9. create two texture units, into first goes ya normal-map (with height-map in alpha), second in ya diffuse-map
10. apply material to model, and ENJOY :)


PS: 
    As a prop of the shader, do not apply it to VERY low-poly models with lights VERY close to surface
    you won't get accurate results, and with atten on, it gets worse.
    It is meant to be fast, not accurate. For accuracy, a new (much slower) version might be coming.

PS2: 
     About monster (how it works, etc) check these links:
     Ogre WIKI with slightly older version :
     Ogre Forum thread with download link  :

I hope it works for ya too. 
Tweak what shader does in monster.source , tweak texture scale, etc in shader params from 3dsmax.

Happy tuning, guilderstein.

/And yes, I appereciate feedback :)/


!Code
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!EyeCandy
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