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Bump mapping and mazes
- ardentcrest
- Posts: 735
- Joined: Wed Jan 25, 2006 10:55 pm
- Location: Ireland
Re: Bump mapping and mazes
He's a Bot Jim, But not as we know It.
Re: Bump mapping and mazes
on mediafire? but i can download it!
- ardentcrest
- Posts: 735
- Joined: Wed Jan 25, 2006 10:55 pm
- Location: Ireland
Re: Bump mapping and mazes
Tried it with my verson number 6 didnt work V6 is a mess
try it with V.5
http://dodownload.filefront.com/1070943 ... 4647dd8df4
This one worked for me. Hope this helps.
try it with V.5
http://dodownload.filefront.com/1070943 ... 4647dd8df4
This one worked for me. Hope this helps.
He's a Bot Jim, But not as we know It.
Re: Bump mapping and mazes
You can Displace a "terrain" mesh with the maze images if they are black/white
or you could adjust the 3D Modeler settings so the top viewport will display in sufficient resolution the maze picture,and then create spline shapes for the walls ontop of the "plan" image,and extrude them.
Before you export,you name the actor material as BN0_Maze,and in actor studio add the normal dot bump map to an extra material as BNB_Maze.
There is tgatoDot3 and other utilities or programs that can convert heightmap bump maps to the dot3 maps you need.
The prefix BN0 is zero (0)- not an O-like oposumm..
The way bump mapping works untill now is that the light direction is nt steady and flashes if there are more than one dynamic light that reach the staticentity maze.
If you use isometric camera and only one "master" spotlight for everything (for each maze piece and all pawns and stuff in it)
and settup the isometric camera in the camera.ini to: anglearound = 45
you will always see the lighted sides of the maze walls with no flashes.
If it will be a 3rd person camera,there is a way to make the maze sep (staticentiyproxy)
unnaffected by the lights that light the other actors-the player,the pawns and the explosions:
Before you export the maze actor,move up the mesh and leavel the bones at 0,0,0 coordinates.
Lets say,a 4096x4096 maze mesh will be high up to 4096 units or more so when you place it as a staticEntityProxy or StaticMesh in the Level Editor.
The Staticentity origin will be placed at -4096 in the world in the Level editor but the actor mesh will appear at the 0 level.
Place a light at -4096 near the rootbone of the maze -it will be small radius-
and the maze will be lit only by this small light because the root bone it will be out of reach of the other lights above the zero coordinates.
I dont know if bumpmapping would still be affected-i have nt tested it.If it wont have bump mapping on the maze there is no reason to place the mesh lower,because you can use staticmesh instead which
does nt flash by explosions because dynamic lights dont affect it.
And it has light falloff (if only its corner is inside a light radious,only that part will be lit,the rest actor will be gradually darker-looks more natural).
If i was to make mazes with bumpmapping with what we have now,i would place one spotlight for the whole maze,and use the isometric camera with anglearound = 45.
I know the isometric player control is nt the best,but at least the bumpmapping could show its good sides.
or you could adjust the 3D Modeler settings so the top viewport will display in sufficient resolution the maze picture,and then create spline shapes for the walls ontop of the "plan" image,and extrude them.
Before you export,you name the actor material as BN0_Maze,and in actor studio add the normal dot bump map to an extra material as BNB_Maze.
There is tgatoDot3 and other utilities or programs that can convert heightmap bump maps to the dot3 maps you need.
The prefix BN0 is zero (0)- not an O-like oposumm..
The way bump mapping works untill now is that the light direction is nt steady and flashes if there are more than one dynamic light that reach the staticentity maze.
If you use isometric camera and only one "master" spotlight for everything (for each maze piece and all pawns and stuff in it)
and settup the isometric camera in the camera.ini to: anglearound = 45
you will always see the lighted sides of the maze walls with no flashes.
If it will be a 3rd person camera,there is a way to make the maze sep (staticentiyproxy)
unnaffected by the lights that light the other actors-the player,the pawns and the explosions:
Before you export the maze actor,move up the mesh and leavel the bones at 0,0,0 coordinates.
Lets say,a 4096x4096 maze mesh will be high up to 4096 units or more so when you place it as a staticEntityProxy or StaticMesh in the Level Editor.
The Staticentity origin will be placed at -4096 in the world in the Level editor but the actor mesh will appear at the 0 level.
Place a light at -4096 near the rootbone of the maze -it will be small radius-
and the maze will be lit only by this small light because the root bone it will be out of reach of the other lights above the zero coordinates.
I dont know if bumpmapping would still be affected-i have nt tested it.If it wont have bump mapping on the maze there is no reason to place the mesh lower,because you can use staticmesh instead which
does nt flash by explosions because dynamic lights dont affect it.
And it has light falloff (if only its corner is inside a light radious,only that part will be lit,the rest actor will be gradually darker-looks more natural).
If i was to make mazes with bumpmapping with what we have now,i would place one spotlight for the whole maze,and use the isometric camera with anglearound = 45.
I know the isometric player control is nt the best,but at least the bumpmapping could show its good sides.
Last edited by Veleran on Mon Nov 17, 2008 11:37 am, edited 2 times in total.
Re: Bump mapping and mazes
Equity does all this much better and you can rename your textures here if you wish. Also Equity will take bmp, tga and jpg formats directly.Before you export,you name the actor material as BN0_Maze,and in actor studio add the normal dot bump map to an extra material as BNB_Maze
Re: Bump mapping and mazes
I did nt know we can use jpg for actors.Does actorstudio support jpg-or you must replace the textures in equity?-Or does it replace actorstudio entirely?
Demo sizes that use jpg can be quite smaller,specially if you use terrains with many texture tiles (since we cant have layers of several tiled textures that each blends with one big mask).
Demo sizes that use jpg can be quite smaller,specially if you use terrains with many texture tiles (since we cant have layers of several tiled textures that each blends with one big mask).
Re: Bump mapping and mazes
AStudio does not support jpg or tga. Equity does support both directly. You can use jpg bmp and or tga and combinations of those formats in milkshape and load the ms3d file directly into Equity and build the actor You do not need to make a bdy file any more. If you add a texture in Equity for bumpmapping it can be any of those formats. Equity will convert the jpg to bmp format as it loads because the actor only supports bmp and tga.