Here's the thing people. It doesn't take 2 minutes to do this. I was basically screwing around with Ricochet textures to see how it looked. I have a crappy very old version of Rico, but I remembered thinking that the floor in the "bank" really should have had a nice polish to it, so I chose that for an example to play with. There's a lot of maps out there, and even more textures... and who knows if this will even make it into 4.2's engine. Besides that, normals/specular textures can be released in their own pk3's later. They don't have to be in the actual map's pk3 upon release. That was the whole point of the very forward thinking method 27 came up with to implement this.
It's something we're playing with right now. That's all. Unless you hear something official, don't get your hopes up.
...on the other hand, I really like it and if it's fully tested (whit lots of examples from mappers LIKE YOU!), I'll be pushing for it for 4.2. Please make your own examples and show us. Even if it's a box with a few walls. We want to see what people come up with using the effects. It will also help with debugging specific circumstances that might not quite work out as expected. Tell us when things don't work as expected. We want to hear it!
PLAY WITH IT PEOPLE!!!
Thanks.
Advertisement
Bumpmapping Modifications - Enthusiastic Mappers Required
#63
Posted 12 October 2008 - 03:07 AM
added normal map to grass in burbs
I also want to add that i added normal to a brick texture and it don't look bumped if ure far away so you have to go directly up to the wall to see it. Maybe it's me?
I did this very quickly also, what are some good settings for the normal map plugin
I also want to add that i added normal to a brick texture and it don't look bumped if ure far away so you have to go directly up to the wall to see it. Maybe it's me?
I did this very quickly also, what are some good settings for the normal map plugin
#64
Posted 12 October 2008 - 03:20 AM
grass is one of those hard ones - its very rare to find good normals for those.
When you make the _n.tga, be sure to edit it and modify the alpha channel.
Whiter alpha = more shiney
Blacker alpha = less shiney
Autogeneration tends to work best on surfaces with really low-frequency detail like bricks, large rocks, tiles, and other lumpy things.
High frequency stuff like gravel and grass doesn't tend to work out well.
When you make the _n.tga, be sure to edit it and modify the alpha channel.
Whiter alpha = more shiney
Blacker alpha = less shiney
Autogeneration tends to work best on surfaces with really low-frequency detail like bricks, large rocks, tiles, and other lumpy things.
High frequency stuff like gravel and grass doesn't tend to work out well.
Advertisement
#67
Posted 12 October 2008 - 08:58 AM
Arrr doggone it! Just found a OSX normal map generator only to realize that 27's ioquake3_bumpy app is Windows only. Oh well, I don't really have time for over a month to tinker with this anyway.
#68
Posted 12 October 2008 - 09:46 AM
Quote
does q3/urt support scrolling textures, if so, how will that work with this?
Yup.
textures/ut4_rome/fountainwater
{
qer_editorimage textures/wetwired/fs_rain2.tga
surfaceparm nomarks
surfaceparm nonsolid
surfaceparm trans
surfaceparm water
cull disable
{
map textures/wetwired/fs_rain2.tga
tcMod scroll 0 -2.5
}
}
The tcMod scroll is what makes it scroll. It has to been in a channel tho (I think that is the right word).This code was just to make water to come out of a fountain (as you can read from name).
Here is an old shader editer (If any high powered mappers say don't use then don't use =) )
http://www.bpeers.com/software/q3ase/
1 User(s) are reading this topic
0 members, 1 guests, 0 anonymous users
Advertisement