Tremulous Forum
Media => Mapping Center => Topic started by: m0wlwurf on January 21, 2007, 04:22:30 pm
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Hallo,
I decided to start mapping for Tremulous therefore i wanted to start creating Textures first but I determined that Bumpmap-Shaders don't work...
thats my shader:
textures/peagasus_shader/metall_grid
{
qer_editorimage textures/shader_files/METAL_005.tga
q3map_normalimage textures/shader_files/METAL_005_fbump.tga
surfaceparm metalsteps
{
map $lightmap
rgbGen identity
}
{
map textures/shader_files/METAL_005.tga
blendFunc GL_DST_COLOR GL_ZERO
rgbgen identity
}
}
and thats the images i used:
(http://img256.imageshack.us/img256/7029/metal0055qd.th.jpg) (http://img256.imageshack.us/my.php?image=metal0055qd.jpg)
(http://img152.imageshack.us/img152/8390/metal005fbump8ig.th.jpg) (http://img152.imageshack.us/my.php?image=metal005fbump8ig.jpg)
Does anyone know whats going wrong?
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use smaller lightmapscale and thresh (0.5)
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that dosn't work too...
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/r_lightmap 1 still shows a plain wall with no structure?
Anyway, even if it is rendered, you won't see a big difference, because the color-texture is still baken with a normal map.
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Sorry, it was my mistake, its now bumpmapped,
but you are right i cant see any significant difference.
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because
1) it is baked into the lightmap
2) no support for real lightmaps
3) no dynamic lights
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because
1) it is baked into the lightmap
2) no support for real lightmaps
3) no dynamic lights
2 is patently false. Lightmaps were originally defined by Quake 1. Newer techniques specifically avoid calling themselves lightmapping for that reason.
And 3 is also patently false with q3map2. You're limited on the number of dynamic lights that can fall on a single surface, and the lights cannot move relative to the surface they're illuminating, but the lighting is not required to be entirely static. Almost nobody bothers to go through the steps to set up dynamic lighting though.
1 is true, but bumpmapping can make a large difference when used properly in Tremulous. For example, compare these two pictures:
Lightmapped w/ Bump and Specularity Map (http://pics.livejournal.com/wolfwings/pic/0000awg0)
Vertex-Lit (http://pics.livejournal.com/wolfwings/pic/000091w9)
One is lightmapped with bump and specularity maps used, the other is vertex-lit without either. The vertex-lit image shows I'm not cutting into the geometry to make the details in the lighting, but the bumpmapping is most definately adding shadow and highlight details, in particular in the walls.
Trying to use a bumpmap to add fine detail to something like diamond-plate flooring though, I agree, is futile. It simply won't work, there's not enough feasable lightmap resolution in a Q3A-based map to accomplish it.
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meh they both look like crap
define me real lightmap
this is neither true nor false
wth is 2) no support for real lightmaps
I think I managed to write normalmaps