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

#11 User is offline   codey (old) Icon

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Posted 10 October 2008 - 01:50 PM

Meh, leave it to Nvidia to make a PS plug-in that's Windows only. Quite a feat actually ...

Looking at your screenshot I get the same feel as when I saw DoomIII; Gluff-gluff the Giant has licked on the wall leaving drool all over.
I think that the trick with bumpmapping in games is to be pretty subtle about it - a guesstimate from that screenshot is to reduce the light add to 25% of what you have. Guess that could be achived by mixing the base-blue of the normal map at 75%. Then, if possible, make it increase in specularity when looking at surfaces at steeper angles - that's how it mostly happens in real-life.

I assume this is a real-time in-game engine thing and not pre-baked in q3map2 (there is some bumpmapping function in q3map2 that affects the lightmap texture which makes it mostly very coarse and pointless).

Nice stuff nonetheless 27!

#12 User is offline   TwentySeven Icon

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Posted 10 October 2008 - 01:54 PM

Absolutely that looks too Shiney.

The alpha channel of the .TGA normals controls the specular output.  White = Super Wet n Shiney,  Black = Matte.

Use that to tone it down.

#13 User is offline   pmt3ddy (old) Icon

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Posted 10 October 2008 - 01:55 PM

Ah, so just tone down the normal map?
Cool, that sounds easy.

Edit : Yup, works great. Still shiny, but not as much.
This should be in 4.2 as an option to turn it on or off :P
I'll definitely be using this for my mapping from now on.
Thank you TwentySeven , it's awesome.

#14 User is offline   ironized (old) Icon

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Posted 10 October 2008 - 02:05 PM

sigh, im yet to do this, as, my mapping pc, throws fits at it.

so, im going to make myself a cube. then pack it and tst it here.

#15 User is offline   MerkyMerc Icon

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Posted 10 October 2008 - 02:14 PM

can this be applied to the textures of guns/player models as well? either way nice work 27  :mrgreen:

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#16 User is offline   TwentySeven Icon

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Posted 10 October 2008 - 02:28 PM

No, sadly only stuff that r_vbo works with, simple texture with lightmap surfaces only so far.

I'm messing around with the shader now trying to make something a bit less prone to looking like KY Jelly.

#17 User is offline   ironized (old) Icon

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Posted 10 October 2008 - 02:32 PM

rightio. this is a new level of failure for me.

i have floor2.jpg and floor2_n.tga. both in my texture folders, ect ect,

yet it has no affect.

floor2_n.tga is a "normal map" from google.

#18 User is offline   TwentySeven Icon

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Posted 10 October 2008 - 02:37 PM

Are you using r_vbo 2?

#19 User is offline   ironized (old) Icon

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Posted 10 October 2008 - 02:46 PM

should i be?

makes no difference.

#20 User is offline   TwentySeven Icon

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Posted 10 October 2008 - 02:56 PM

does the _n.tga have an alpha channel?

What video card are you using?

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