Codja X Posted June 29, 2004 Share Posted June 29, 2004 I've looked for this on the SplashDamage forums and on shaderlab.com and i'm b*ggered if I can find anything on this, so: What is needed to create a bump-mapped shader? It'll save me a shedload of time detailing my map. I'm aware you're suppose to create a bump normal-map - does the height of the bump go by the greyscale value of this map? Can you specify the "strength" of the bump map. Any links, pointers or advice would be most welcome. Link to comment Share on other sites More sharing options...
GothiX Posted June 29, 2004 Share Posted June 29, 2004 I wouldn't suggest Bumpmapping for detail - it doesn't look that good, and it's being added/removed with each new Q3map2 version.. quite annoying. Link to comment Share on other sites More sharing options...
Codja X Posted June 29, 2004 Author Share Posted June 29, 2004 Fair enough. Back to my detail brushes then (sigh...) Link to comment Share on other sites More sharing options...
lukeskywalker1 Posted June 29, 2004 Share Posted June 29, 2004 Well.. it was something like, 50% grey was sea level, black was below sea level, and white was the highest point. You could make the bump map, and import it with gensurf.. no shader needed.. but like gothix said... doesnt look too good. Plus, with gensurf, im not sure but everything is a lot smaller than I planned. Link to comment Share on other sites More sharing options...
Codja X Posted June 29, 2004 Author Share Posted June 29, 2004 It wouldn't have been for terrain - I would like to use it to pick out little details on textures for walls, ceilings and floors without having to model them. I'm basically trying to give my map a fully 3D "feel" to it rather than a wall that's been painted to look as if it should have detail there. Also, I wouldn't mind just messing around with this feature for a while. I'm a little fed up with my map at the moment (mapper's block as the phrase goes) and would like to try something new as a distraction and hopefully generate a few new ideas. Link to comment Share on other sites More sharing options...
Codja X Posted June 29, 2004 Author Share Posted June 29, 2004 Double post. Sorry:( Link to comment Share on other sites More sharing options...
{NJO}*Dark Posted July 1, 2004 Share Posted July 1, 2004 Cannt you just use the normalised bump-map as the light map. As far as i am aware, all a bump map does is to effect the way that lighting falls on it. Some areas shadow others etc. In this way it would make something look 3d or bumpy hence the name. Although it cannt make things took that 3d, maybe only 2 or 3 game units. It is similar to embossing in photoshop, but it is used to work in realtime and with many different light sources. Link to comment Share on other sites More sharing options...
Codja X Posted July 2, 2004 Author Share Posted July 2, 2004 Originally posted by {NJO}*Dark Cannt you just use the normalised bump-map as the light map. As far as i am aware, all a bump map does is to effect the way that lighting falls on it. Some areas shadow others etc. In this way it would make something look 3d or bumpy hence the name. Although it cannt make things took that 3d, maybe only 2 or 3 game units. It is similar to embossing in photoshop, but it is used to work in realtime and with many different light sources. I know - but how? I know you have to use q3map_normalImage , but do I do this in a separate stage? Does anyone have an example shader or a link to an example? Obviously the normalmap will be greyscale but how effective is it i.e White will produce the bigger bump - should I be setting the contrast to this normal map as high as possible? I've tried search for this, but every post I see shows people knowing how to do it and not explaining how. One last thing - does this work on the q3map2 that ships with Radiant 1.4 (I think it's either 2.5.11 or 2.5.13)? Link to comment Share on other sites More sharing options...
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