problems with bumpmapping
problems with bumpmapping
first of all: its my first post here, hello community
currently i make some tests with bump mapped brushes, but it doesnt work.
in my txl file are the colortex (BM0_TEST.bmp) and the bumptex (BMB_TEST.bmp). the colortex is applied. over the brush i placed a dynamic light. after the level is compiled the bumptex is displayed instead the colortex and no bumpeffect is to be seen.
in the d3d24.ini i tried extra textures = 1 but with the same result.
the d3ddrv.log says the following:
D3DTEXOPCAPS_BUMPENVMAP : YES
D3DTEXOPCAPS_BUMPENVMAPLUMINANCE: YES
D3DTEXOPCAPS_DOTPRODUCT3 : YES
dot3 and embm should work.
but this looks odd?
D3DMain_GetSurfaceFormats: Unable to find a 888 (24-bit) texture support.
D3DMain_GetSurfaceFormats: Unable to find 888 (24-bit) bump map support.
i use the Reality Factory 0.72A - Main Installer
my graphicscard is a radeon 9600 xt
best regards
mad
currently i make some tests with bump mapped brushes, but it doesnt work.
in my txl file are the colortex (BM0_TEST.bmp) and the bumptex (BMB_TEST.bmp). the colortex is applied. over the brush i placed a dynamic light. after the level is compiled the bumptex is displayed instead the colortex and no bumpeffect is to be seen.
in the d3d24.ini i tried extra textures = 1 but with the same result.
the d3ddrv.log says the following:
D3DTEXOPCAPS_BUMPENVMAP : YES
D3DTEXOPCAPS_BUMPENVMAPLUMINANCE: YES
D3DTEXOPCAPS_DOTPRODUCT3 : YES
dot3 and embm should work.
but this looks odd?
D3DMain_GetSurfaceFormats: Unable to find a 888 (24-bit) texture support.
D3DMain_GetSurfaceFormats: Unable to find 888 (24-bit) bump map support.
i use the Reality Factory 0.72A - Main Installer
my graphicscard is a radeon 9600 xt
best regards
mad
EMBM
There are THREE textures needed for a bumpmap:
BM0_texture Base texture
BMB_texture Highmap texture
BMS_texture Specular map
The BMS_texture can look exactly like the BM0_texture but it is needed. You could have 'special' effects like gold that is only golden when light shines on it if the BMS has another color than the BM0 texture. (could be wrong though, i must admit my graphics card does not support EMBM)
By the way i don't know if dot3 works for level geometry as well. I know that EMBM does.
There are THREE textures needed for a bumpmap:
BM0_texture Base texture
BMB_texture Highmap texture
BMS_texture Specular map
The BMS_texture can look exactly like the BM0_texture but it is needed. You could have 'special' effects like gold that is only golden when light shines on it if the BMS has another color than the BM0 texture. (could be wrong though, i must admit my graphics card does not support EMBM)
By the way i don't know if dot3 works for level geometry as well. I know that EMBM does.
Everyone can see the difficult, but only the wise can see the simple.
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- Microman171
- Posts: 167
- Joined: Sat Jul 09, 2005 3:45 am
- Location: New Zealand
EMBM can work with lightmaps in which case you can exclude the third texture... It's always been a little funky with lightmaps so I can understand why people don't use it... It takes a little too much work to get it to look good right in it's current form... One of these days I will fix it I just don't know when ... You can however use all 3 textures with good results if you understand how it works...
My time is so limited these days that I'm personally working on some things that I would like to see in my own game which is specular effects and dot3 for the world... I'm hoping I can actually create a game with RF in the next 3-4 months if time permits...
So in some shape or fashion I'm working on the following for RF:
1) multi-texturing (done not ported to latest RF)
2) dynamic EMBM (done not ported to latest RF)
3) dot3 for world objects (in progress)
4) specular effects (not tested)
5) better support for map files from Truegene (in progress)
Anyways... If you post a small level with the textures I can probably tell you what you are doing wrong... But I must admit EMBM /w lightmaps doesn't work as well as it should...
My time is so limited these days that I'm personally working on some things that I would like to see in my own game which is specular effects and dot3 for the world... I'm hoping I can actually create a game with RF in the next 3-4 months if time permits...
So in some shape or fashion I'm working on the following for RF:
1) multi-texturing (done not ported to latest RF)
2) dynamic EMBM (done not ported to latest RF)
3) dot3 for world objects (in progress)
4) specular effects (not tested)
5) better support for map files from Truegene (in progress)
Anyways... If you post a small level with the textures I can probably tell you what you are doing wrong... But I must admit EMBM /w lightmaps doesn't work as well as it should...
well... that's true... it's for shiny bumpy things mostly... I don't think people should really use it with lightmaps as I said... it's very hard to get to look right and the intention was for it to be easy... so I didn't succeed there... I'll post some bitmaps but it will most likely be ones you've probably already seen before...
I agree, it took me at least 2 weeks to make this bumpmap im about to post and it still doesn't look that great.
anyways, heres an example that i've posted before. feel free to use it in any way you want. use a lightmap scale of between 1 and 2 for the best look.
anyways, heres an example that i've posted before. feel free to use it in any way you want. use a lightmap scale of between 1 and 2 for the best look.
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- EMBM example.zip
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