Fake bump mapping -1 reply

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DarthStevenus

GF is my bext friend *hugs GF*

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18th December 2009

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#1 7 years ago

I'm following Mace's and Szico's tutorials on fake bumpmapping and I just can't seem to get it to work :uhm: here is one of the textures I was testing it with:

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frameblue_pipewall.jpg

Here is its normal map:

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frameblue_pipewall_bump.jpg

Here is the shader for this particular texture: textures/bumpmap_test/frameblue_pipewall { q3map_normalimage textures/bumpmap_test/frameblue_pipewall_bump qer_editorimage textures/bumpmap_test/frameblue_pipewall q3map_lightmapsamplesize 1x1 { map $lightmap rgbGen identity } { map textures/bumpmap_test/frameblue_pipewall blendFunc GL_DST_COLOR GL_ZERO } }

I'm also using lightmapscale 0.0125 and I've tried it with several different textures, on brushes and on patches with -patchshadows. I'm really not seeing ANY difference. sv_pure is on 1, and I've added the shader to the shaderlist. I'm thinking it must be the lighting. Has anyone on here got any tips on how to get this working?




eezstreet

Lord of the .DCC files

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16th June 2008

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#2 7 years ago

You need to use shader lights, not point lights, in order to get this to work. The texture also has to be applied on a patch, not a brush.




DarthStevenus

GF is my bext friend *hugs GF*

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#3 7 years ago

Aaahh shader lights...that makes sense. I had used patches but I hadn't thought to use shader lights. Thanks eezstreet, I'll try that out.




DarthStevenus

GF is my bext friend *hugs GF*

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#4 7 years ago

Hmm...I can't even tell anymore. Does it look like it's working?

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The One and Only

I R Scary Eyeball

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29th January 2004

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#5 7 years ago

Hard to tell. Use a smaller, more intense light source to check.




jk3editor

Retard Hungarian Modder

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21st August 2008

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#6 7 years ago

By the way I don't advise you to use it, it takes a lot of FPS :P




Xycaleth

Resident programmer guy

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3rd May 2016

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#7 7 years ago

It doesn't take up any extra FPS. The bump mapping is achieved by adding extra shadows in the lightmap, which is loaded the same in-game as any other lightmap would be.

One way you can test if your shader is working though is to use a plain grey texture, with the same normal map. You'll be able to see any added shadows on a plain texture much easier than one which already has extra detail on it.




jk3editor

Retard Hungarian Modder

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#8 7 years ago

I've read it takes FPS :P




Raz0r

Worse than most terrible

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27th September 2006

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#9 7 years ago

That doesn't make sense. Applying the lightmap will have the same performance impact regardless of lightmap contents. This technique simply changes the lightmap contents, not the way it's used ingame. If anything it will only take longer to compile and bake the lightmap.




jk3editor

Retard Hungarian Modder

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#10 7 years ago

Okay, I beleve in you :)