FYI: The bump/specular don't currently work on any textures that have their own shaders. Only plain textures that the engine uses the "default" shader for. I already spoke to twentyseven about how to implement it on our own shaders. We'll see what happens.
I mention this because someone asked about scrolling shaders. Bump/spec won't work with that right now since you have to write your own shader.
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Bumpmapping Modifications - Enthusiastic Mappers Required
#73
Posted 13 October 2008 - 12:41 AM
if normal maps can be auto-generated, any chance of it being a shader-specific flag to generate one in-game?
surfaceparm specular
surfaceparm bump
surfaceparm normal?
eh its totally out of the question. and something ydnar probably would have done ages ago if it was.
surfaceparm specular
surfaceparm bump
surfaceparm normal?
eh its totally out of the question. and something ydnar probably would have done ages ago if it was.
#77
Posted 13 October 2008 - 12:06 PM
Quote
The maker of q3map2toolz.
Not quite right. ydnar is the coder that made Q3map2 based on iD software's compiler, adding neat stuff like _decals and _skybox along with radiosity lightmaps and dot product terrain blending. He is also a very good mapper and texture artist (much of his stuff is in the UrT texture packs in the 'ydnar' and 'shaderlab' directories). He worked for Splash Damage, made most of the maps for RtCW:Enemy Territory and is a all around nice guy with lot of knowledge and very helpful attitude. Can mostly be found here:
http://splashdamage....display.php?f=7
http://quake3world.c...wforum.php?f=10
This is his site with q3map2 info
http://shaderlab.com/q3map2/
I don't know who put together the q3map2toolz package, I have never used or even downloaded it - mostly because it appeared after I started to map and I had already set up my own workflow.
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