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Hogwarts WIP


Eldritch

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Originally posted by Aru-Wen

:confused: Are 'bumpmaps' exactly what they sound like? :confused:

 

What are they and how would I go about using them?

 

http://users.sisna.com/tokyopop/bumpshot.jpg

 

All of the textures used are the exact same. The lights are positioned the exact same way, except the one on the right (that looks so ... rough), uses a "normalmap", which is basically a heightmap that is ran through a filter in Adobe PhotoShop that makes it a normalmap. In any case, this normalmap image isn't used anywhere in game, it's only used at compile time, so that when light is compiled, it figues in this roughness.

 

That's basically how it works. Kind of.

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I've got Photoshop 7... is there some way you can walk me thru creating the "normalmap"?

 

And where do I use r_lightmap 1? Will I be entering it in the Entity menu? Or is it part of the compile? :confused: Can you explain the process more clearly (or link me to a tutorial or something)?

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I really like that normal effect, Aru-Wen, you should definitelly utilize that effect. Too bad these advanced techniques are only known by a few, maybe someone who knows cool tricks like multi-layered textures and normal mapping should make a thread, because just that small effect can turn a good level into a great one. This map is getting better and better every day. good work Aru-Wen.

 

-Klorel

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I like the effect as well. If it doesn't affect framerate, I'll have no problem adding it. I'm still waiting for an answer from Wudan on how to do it, so it all depends on how complicated it is, and if it affects the gameplay. My main goals for this map are as follows :

 

1. Keep it as playable as possible

2. Keep the level of detail high

3. Include as many of the magic/secret aspects (moving staircases, secret passageways, etc) as possible to keep the replay/enjoyment level high

 

As always, your comments are appreciated. :)

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I shall write a tutorial - unlike my other promises to help folks, I will follow through!

 

I just wish I had the mapping skill - my skills are too broad and not defined enough - I'm a big fan of this Hogwarts map.

 

It doesn't affect framerate, however - it's just a lightmap, you would have had it anyway, now it's just bumpmapped.

 

r_lightmap 1

is a console command for debugging your lightmaps - it lets you see only the lightmaps, so you can see how crappy or spiffy they look and you can refine them so.

 

Are you using Q3Map2? Make your own light-compile bat, and add -shadeangle 21 to it. You can use any angle, really, but shade-angle 21 has been good to me.

 

See what I mean? Too many things that I've picked up, but I have yet to re-gurgitate them into Tutorial form :(

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Originally posted by wudan

r_lightmap 1

is a console command for debugging your lightmaps - it lets you see only the lightmaps, so you can see how crappy or spiffy they look and you can refine them so.

 

Are you using Q3Map2? Make your own light-compile bat, and add -shadeangle 21 to it. You can use any angle, really, but shade-angle 21 has been good to me.

 

I'm using Q3Map2 (it was implemented in the latest version of GtK Radiant... and everything you said about it was true! It's so much better than SoFMap :D) but I'm totally lost about the console command thing. How do I get into the console in Radiant? And which compile command is it for the light-compile bat only? :confused:

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Yeah, I wouldn't think that would affect the framerate unless it was dynamic lighting (its effects are rendered in real-time, while the normal lighting is rendered while loading the level, so if you did a red light on a platform that moves into a room with a green light, the platform will always look like its red unless you use dynamic lighting, the bumpmapping and multi-layer textures I imagine are not dynamic). As far as shade-angle goes, maybe you should try and make it appear as if the lights were creating the bump map, but 21 seems like a good direction for a neutral, dimly lit area. But if the room your in has one huge light on the ceiling then 90 degrees would be a better angle, i'm sure Aru-Wen knows what he's doing though. I take it this has been mentioned before, but will this be at night (i assume yes because of all the fire). good luck with bump-mapping

 

-Klorel

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Originally posted by Klorel

I take it this has been mentioned before, but will this be at night (i assume yes because of all the fire). good luck with bump-mapping.

 

Dynamic lighting is a good idea (especially with all the candles and the fire), but i've experimented and it slows the framerate down too much. That's also the reason that mirrors on the walls and the glossy floors are not being implemented. It looks great, but it slows the map down to a crawl. Perhaps if someone does a Harry Potter mod, I'll make those changes for an SP level.

 

To answer your question though, Klorel - yes, it is a night time setting. The lighting and music (when you hear the music) reflect that as well. Some ambient sounds that will be implemented in the final version will also enhance that.

 

I was considering doing a daytime Hogwarts map with different lighting and music, but that may be a bit much.

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I used to think I was getting experianced at mapping tricks... then I see things like "bumpmapping". AUGH! Not to mention the fact that I still use JK2 radient and SOF2Map (mostly because I'm too lazy to want to learn a new editor). I suddenly wonder if I'm falling behind the times...

 

On subject - What's the status on the open release beta? It was my understanding that it was going to be released over the long weekend, yet here we are midweek, and no beta.

 

Off-subject - Deception hit a bigger wall than a thread closing, Aru. I'm still trying to figure out if it's recoverable or not... the project may have hit a solid wall (and went splat). Let's just say there are times I hate messing with curves, and that auto-save has EXTREMELY bad timing some times. (I wont mention that it saved just after a set of bad curves got made, and when it saved, everything BUT those curved got feleted from the map... no, that would be too depressing.)

 

Oh wait... I DID mention it... :(

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Originally posted by Shadriss

I used to think I was getting experianced at mapping tricks... then I see things like "bumpmapping". AUGH! Not to mention the fact that I still use JK2 radient and SOF2Map (mostly because I'm too lazy to want to learn a new editor). I suddenly wonder if I'm falling behind the times...

 

On subject - What's the status on the open release beta? It was my understanding that it was going to be released over the long weekend, yet here we are midweek, and no beta.

 

Off-subject - Deception hit a bigger wall than a thread closing, Aru. I'm still trying to figure out if it's recoverable or not... the project may have hit a solid wall (and went splat). Let's just say there are times I hate messing with curves, and that auto-save has EXTREMELY bad timing some times. (I wont mention that it saved just after a set of bad curves got made, and when it saved, everything BUT those curved got feleted from the map... no, that would be too depressing.)

 

I'm with you on your comment on bumpmapping... just when you think you've seen it all, you know? Definitely make the upgrade to GtK Radiant... I started on JK2 Radiant myself, and there's almost no difference to their capabilities, unless you want to consider the fact that everything that's difficult to do in JK2 is much easier to do in GtK. :p Plus the new version of GtK has the Q3Map2 compiler integrated, and I can't say enough good things about it - you just have to see it to believe the difference it makes.

 

As for your question, i'll quote myself from an earlier post:

Unfortunately, due to college and work (mostly work) I was not able to get the map to a point where I wanted to send it to the beta testers (was aiming for today... err, yesterday now). I hope to get it to them at some point over this weekend. This shouldn't affect the release of the open beta too much - it'll probably be next weekend at the latest.

 

I'm working on the map as we speak, and if I'm not interrupted too much today, i'll be able to finish it and have it to the beta testers later today, which hopefully will put a open beta release for this weekend (or earlier - depends on how much they find, lol).

 

And before you give Deception the last rites, download GtK and try using that for a little bit. You also might want to deselect the auto-save setting. Just a suggestion.

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GtK Radiant Website

 

Go there, click on Files, follow the prompts, select GtK Radiant 1.11 (I think that's the latest version), and you'll want to get the full version... I think it says something like GtK 1.11 + Q3Map2 (new compiler :D), that should be the one you want.

 

GtK is set up to handle many different games using the Q3 engine, but during the installation/setup of your new version of Radiant you'll be able to designate it for JO. That should do it.

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Ok, I'm writing up the readme currently, and then i'll be sending it out to the beta testers. Shortly afterwards will follow a second email containing the questionnaire that they'll hopefully fill out. If all goes well, after I get all the responses I should just have to fix one or two bugs and the open beta will be ready to go!

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To bumpmap, you have to make a shader like this:

 

textures/geonosis/bumpgrey
{
qer_editorimage	textures/geonosis/rockwall512
q3map_normalimage textures/geonosis/rockwallnorm512
q3map_lightmapsamplesize 1
{
	map $lightmap
	rgbgen identity
}
{
	map textures/geonosis/rockwall512
	blendFunc GL_DST_COLOR GL_ZERO
	rgbgen identity
}
}

 

You'll apply it like any shader - use the top line of the texture (obviously you'll want to change the texture names and whatnot.)

 

2. How do you even make a normalimage?

Download the Normal Image filter from NVidia -

Normal Map Filter

which is linked by this page.

 

It's an Adobe Photoshop plugin, so put it in the Plug-Ins\Filters\ directory under Adobe Photoshop.

 

Have fun!

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No problem. You'll be amazed at how much easier it is to use. And change is always good.

 

By the way, the map and the questionnaire has been sent to the beta testers, so it shouldn't be long now. :D

 

Now I have to start work on the rest of the map. :| :(

 

Ah well, it'll be worth it... I guess?

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