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
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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
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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!
We're going with code.google.com
Engine SVN
and
Q3map2 SVN
Contributors welcome, especially getting the cross platform stuff sorted out.