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Bumpmapping Modifications - Enthusiastic Mappers Required Rate Topic: ***** 1 Votes

#1 User is offline   TwentySeven Icon

  •   former FS member   
    Lead Engine Developer
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Posted 10 October 2008 - 11:51 AM

I've continued on with my engine modifications, this time I've added the ability to (hopefully) easily add bump and specular to your levels without having to recompile or create new shaders. (although a recompile is recommended!)

www.mydevstuff.com/twoseven/q3mods/ut_bumpy_pack.rar
http://www.mydevstuf..._bumpy_pack.rar

Special backwards compatible ioquake3 bumpy modfications .

Installation:
1) Extract to where your quake3.exe is installed.


Compiling:
1) Compile with FS_q3map_Radbump_4a.exe : use -radbump in the lighting stage
2) Wait.
3) Include the mapname.rad along with the mapname.bsp in your /maps/ folder
4) Include *_N and *_B textures to taste, see below.
5) Include fancywater to taste, see below


Various Engine Settings:
r_glslbloom 0-4 various bloom settings
r_vbo 2 various static geometry optimization levels. Defaults to 2, don't touch it.
r_glsl 1 Turning this off disables the glsl render path. May not disable everything.
r_decals 1 Adds every draw surface to the decalable surface list.
r_simpleshaders 1 Turn this on to just try and make things go as fast as possible, no other effects.
r_fancywater 1 Set this to 0 to turn off the reflective water.
r_dof 1 Set this to 0 to turn off depth of field (blurriness).


Feature List:
* Shiney reflective/refractive water replacement
* Radiosity Bumpmapping/normal mapping
* Parallax Mapping (simple)
* Cubemap Specular
* Optimized surface rendering using Vertex Buffer Objects
* Bloom/Fake HDR
* Improved Decal Code
* Internal lightmap packing for faster performance.
* Depth of field
* Global postprocess fog
* Patch surfaces rendered from VBO
* Backwards compatible with quake 3 - maps compiled for this will work in q3 and visa versa. Very easy to upgrade existing maps.


Bumpmap and Specular Goodness in q3 without a recompile!

* This includes all of the r_vbo, bloom, lightmap merging and decal code from the previous engine modifications.
* run with r_vbo 2 or 3 for now. r_vbo 1 might have trouble getting suitable specular for indoor areas.
* All surfaces that can be optimized by r_vbo (diffuse*lightmap, no fancy alpha, blending or tcmods)
will try and load an automatic normal map stage. Anything on the fallback path will render normally.


It will try and search for filename_n.tga for existing textures
eg: texturessweetnutzsn_dirt1.jpg
will get bumpy if you add
texturessweetnutzsn_dirt1_n.tga

It expects normals in the standard rgb/xyz format (the light blue ones)
The alpha channel of the normalmap is used to control specularity

---------------------------------------------------------------------------------------

About the Techniques:

Radiosity bumping is done by taking Four (not three) lighting probes in various orientations at each surface luxel (improved on hl2s method)
Specular is done by cubemap "probes" automatically placed around the level and assigned to each surface, which are then messed with to get the luminance at each pixel. (hl2 specular style)
Parallax mapping is the simplest version, straight uv offset based on a tangentspace view vector.
Bloom is a high pass filter based on pixel luminance, thats then blured/added.

About the Compiler:

The compiler is yet more work done on top of q3map2_fs_20g.exe.. which has its own readme...


TwentySeven
Peter McNeill
pmcneill@athiadev.com


-------------------------

FAQ:

Q) Do I need to recompile my maps to use these pixel shaders?
A) No!. You can get bumpmapping, parallax mapping, specular and fancy water without a recompile. Just add the required textures and shaders to your existing folders.

Q) What do I get for recompiling then?
A) If you don't have a .bsp and .rad compiled for a map, you won't get proper directional lighting on your bumpmaps. + and specular!




Posted Image



We're going with code.google.com

Engine SVN
and
Q3map2 SVN

Contributors welcome, especially getting the cross platform stuff sorted out.

#2 User is offline   ironized (old) Icon

  • Joined: 10-March 08
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Posted 10 October 2008 - 12:10 PM

sweeet.

also inb4 anyone else.

please explain in a little more detail what _n would contain.

wait. bigpond.net.au? you are an aussie?

#3 User is offline   pmt3ddy (old) Icon

  • Joined: 04-March 08
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Posted 10 October 2008 - 12:34 PM

_n would be the normal map/bump map.
Like, if you have a regular texture named brickwall.jpg and a normal/bump map of that called brickwall_n.tga in the same map, it'll automatically be inclued for the bumpyness.
Basically, map and texture as you always do, but include the _n.tga texture in the same folder for the bumpyness.

It's awesome :D
One thing i'm unsure off is how it'll automatically know/reads the scale I put in for the textures >_>

#4 User is offline   ironized (old) Icon

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Posted 10 October 2008 - 12:37 PM

what i meant was... what would the _n image look like.

#5 User is offline   pmt3ddy (old) Icon

  • Joined: 04-March 08
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Posted 10 October 2008 - 12:42 PM

Quote

what i meant was... what would the _n image look like.


Not sure about the specular map.
But Bump maps are usually black/white/grey and normal maps are..well..hard to explain that one, but Nvidia has a normal map generator for photoshop, it's a plugin. Just load up your texture and generate the normals.
http://developer.nvi...ture_tools.html

#6 User is offline   ironized (old) Icon

  • Joined: 10-March 08
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Posted 10 October 2008 - 12:43 PM

hmm, error. lovely.

ok first error, was openal related, fixed it, now i am getting an unexplained crash.

occurs when on a default 4.1 map aswell..

may be related to compatibility issues.


ok, this build is completely incompatible with my laptop. (crashes at the end of the map load)
1.6ghz celeron
1gb ram
intel 825.

trying it with my main rig now.

#7 User is offline   TwentySeven Icon

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    Lead Engine Developer
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Posted 10 October 2008 - 01:18 PM

Whats the map and crash?

Oh I should qualify this needs ps 2.0 /dx9.0 equiv cards.

Yeah, you need to provide normalmaps - the light blue ones.

The nvidia plugin does an absolutely crap job from experience... it'd be much better if you can get "good quality" normals for it.

eg: I just ran some of casas textures through it and the results are less then awsome.

Posted Image

#8 User is offline   TwentySeven Icon

  •   former FS member   
    Lead Engine Developer
  • Account: twentyseven
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Posted 10 October 2008 - 01:22 PM

And yeah,  I'm an aussie :)

#9 User is offline   ironized (old) Icon

  • Joined: 10-March 08
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Posted 10 October 2008 - 01:28 PM

i can safely say, i have never seen you playing under that handle.

mmm, i haven't even got the photo shop plugin to work..

#10 User is offline   pmt3ddy (old) Icon

  • Joined: 04-March 08
  • Posts: 377

Posted 10 October 2008 - 01:48 PM

Tested too.
Posted Image
Posted Image

Everything is too shiny for my taste.
I used hl2 textures and normal maps btw.

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