Author Topic: normal maps  (Read 5458 times)

f0rqu3

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normal maps
« on: May 11, 2007, 11:57:06 am »
I know this is not the place but does anyone know if I can use lightmaps with normal maps

something like; compiler keeps the light positions for static lights and those are only used (along with dynamic ones) for normal calculation (but not lighting) sounds possible right?

edit:
:(
this was supposed to be in the modding thread
anyway I know I wont get a reasonable answer for this

I was talking about code level changes, pixel shaders etc

Sindwiller

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normal maps
« Reply #1 on: May 11, 2007, 09:55:04 pm »
There aren't any shaders in ioquake3. Dot. So you can't have normal mapping actually.

Though there is this extremely dumb q3map2 bump mapping function, but it's pretty useless.

http://www.haradirki.de/tutor/indextut62.htm
uod erat demonstrandum

gareth

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normal maps
« Reply #2 on: May 12, 2007, 06:45:38 pm »
dont see why not.

Survivor

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normal maps
« Reply #3 on: May 12, 2007, 08:13:15 pm »
Try http://quake3world.com/forum/viewforum.php?f=10
They're 1-up on q3 editing. If kaziganthe, kat or obsidian advise you read it well. Anyone else with a postcount >50 usually is very good as well. They do more mapping than posting anyway.
I’m busy. I’ll ignore you later.

Sindwiller

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normal maps
« Reply #4 on: May 12, 2007, 10:01:20 pm »
Quote from: "gareth"
dont see why not.


Because there isn't a ARB/GLSL interface in ioq3?  :roll:
uod erat demonstrandum

gareth

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normal maps
« Reply #5 on: May 13, 2007, 05:45:32 pm »
Quote from: "Sindwiller"
Quote from: "gareth"
dont see why not.


Because there isn't a ARB/GLSL interface in ioq3?  :roll:


because he said he was talking about code level changes :roll: