Question about Bumpmapping (normalmapping) -1 reply

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Jedi_Mediator

The Force is my Guide

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4th August 2005

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#1 11 years ago

Just a question here...many of you have probably seen my Shiny Weapons thread. Well, I saw the Bumpmapping Tutorial posted there, and, as usual, I feel the need to improve my mod further before release :P I now understand how to apply bumpmaps to map textures...but what about weapon textures? Is there a different way to make the shader file?




Bluestormtrooper

>You

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14th March 2005

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#2 11 years ago

Same way, shaders should effect all the textures the same no matter where they end up eventually. (course, sometimes this isint true, but try it anyway ;))




minilogoguy18

kitty dances for rep!

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4th September 2004

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#3 11 years ago

bumpmapping and normal mapping are different, bump maps just use simple black and white textures that make rigid extrusions and intrusions while normal mapping uses RGB and can pretty much give a low poly model the smooth appearance of a higher poly model.




Jedi_Mediator

The Force is my Guide

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#4 11 years ago

Sorry, I don't think I phrased that very well...I will check back with you once I get the normalmaps up and running.

**EDIT** I meant that I didn't know how to make a shader entry for normalmapping in JKA. On the Map-Craft tutorial, it says to make this type of entry (filling in the name of the texture with your own, obviously):

textures/dk_bmtest/bmapwall_1 { qer_editorimage textures/dk_bmtest/bm.tga q3map_lightmapsamplesize 1x1 q3map_normalimage textures/dk_bmtest/nm.tga { map $lightmap } { map textures/dk_bmtest/bm.tga blendFunc GL_DST_COLOR GL_ZERO } }

Now, on the site it provided ([URL="http://www.doom3world.org/phpbb2/viewtopic.php?t=482"[/URL]) for a different, "more complete" tutorial, it said to write the entry like this (the lines marked with // are comments, of course):

textures/custom/rockwall { qer_editorimage textures/custom/rockwall_ed.tga // custom DOOMEdit material preview image diffusemap textures/custom/rockwall_d.tga // color and value information for the material specularmap textures/custom/rockwall_s.tga // specular highlights bumpmap textures/custom/rockwall_local.tga // normalmap for bumpmapped appearance }

Which one do I use?!?




minilogoguy18

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#5 11 years ago

the second one looks right.




Szico VII

We want FF7-2/remake!

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#6 11 years ago

But the second one doesnt work in jk3. The link to the second tutorial was for a better section on how to create the bumpmap-images.

Bumpmapping doesnt work in jk3. You can only 'fake' it with the top shader. And then I'm pretty sure you need q3map2 to work that out for you, so it wont work on a weapon.




Jedi_Mediator

The Force is my Guide

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#7 11 years ago

Grrrr...I don't seem to be getting my point across... Lately I have been studying a video interview of the game Elder Scrolls IV: Oblivion. For those of you who have seen it, you probably know that it has extraordinary graphics. Now, on the interview, the guy says, "In this game we used four types of texturing on every surface: Diffuse maps, Specular maps, Normal maps, and Parallax maps." Does JKA not support the first three that he mentioned? What I'm trying to do right now is Normalmapping, not bumpmapping...there's a big difference, isn't there?




cable1975

cable

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6th May 2005

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#8 11 years ago

JK3 doesn't support normalmapping. What you can do is use your artistic skills to sort of bake the image into something 3 dimensional in photoshop or something and then use specular highlighting and glow to highlight your weapon. I created a light saber hilt for the contest and I used glow on the detailed parts to get it to stand out more. You just have to make the glow image black and white and keep the brightness and contrast very low. Try it and see how it works for you.




Jose Carlos

Why? Cause normal is boring.

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29th March 2006

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#9 11 years ago
cableJK3 doesn't support normalmapping. What you can do is use your artistic skills to sort of bake the image into something 3 dimensional in photoshop or something and then use specular highlighting and glow to highlight your weapon. I created a light saber hilt for the contest and I used glow on the detailed parts to get it to stand out more. You just have to make the glow image black and white and keep the brightness and contrast very low. Try it and see how it works for you.

That's a whole different story. Normal mapping is intended to give a low-poly model the appearance and detail level of a high poly model. A normal map can turn a flat plane into an intricate pattern. Basically it's the geometry of a high poly model projected onto a low poly model. The closest one can come to a normal map with the Q3 engine is a baked texture of a high poly model used on a low poly model. You might as well do that yourself in Photoshop.




Szico VII

We want FF7-2/remake!

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#10 11 years ago

In maps there is a normal-mapping shader, which is the one posted earlier. It wont work with weapons however, as in maps the thing is calculated by a compiler called q3map2 and is a static thing, therefore it wont work on weapons (which are dynamicly lit)




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