bump mapping
- darksmaster923
- Posts: 1857
- Joined: Wed Jan 03, 2007 10:32 pm
- Location: Huntington Beach, California, USA
Well all the alpha map does is allow you to make transparent areas. I'm not sure if there is a way to put a bump map on level geometry or not. One sure way of getting this to work is by using an actor, and then naming your textures like...
The code looks for "BM0_" as your actors are being loaded. If it sees this string,
it attempts to create a bumpmap texture. Remember, you must have all three
materials for actors in order for bumpmapping to work. The "BMB_XXXX"
material is used as basically a height map, and the "BMS_XXXX" material
actually acts as a light. Without the "BMS_XXXX" material, you effectively have
no light and therefore don't have a bump map effect.
Jonas
Focused, hard work is the real key to success. Keep your eyes on the goal, and just keep taking the next step towards completing it. If you aren't sure which way to do something, do it both ways and see which works better. - John Carmack
Focused, hard work is the real key to success. Keep your eyes on the goal, and just keep taking the next step towards completing it. If you aren't sure which way to do something, do it both ways and see which works better. - John Carmack
- darksmaster923
- Posts: 1857
- Joined: Wed Jan 03, 2007 10:32 pm
- Location: Huntington Beach, California, USA
Way too bright, those light gray area's stuffing you up,
i've looked at the two images, the one of your bump and the one of your screen the highest point(the lightest shade of gray) should be the the shadow colour in the indented bricks below the window, everything else lighter than that will not show up, you can see that from the screen you posted.
from what i can see. the texture is only show through the where the shadows are.
Just darken you grayscale
i've looked at the two images, the one of your bump and the one of your screen the highest point(the lightest shade of gray) should be the the shadow colour in the indented bricks below the window, everything else lighter than that will not show up, you can see that from the screen you posted.
from what i can see. the texture is only show through the where the shadows are.
Just darken you grayscale
- darksmaster923
- Posts: 1857
- Joined: Wed Jan 03, 2007 10:32 pm
- Location: Huntington Beach, California, USA
yes reality factory "isdoes".isdoes rf support normal maps?
rf supports normal maps, but only on actors, don't ask me how i'll, just point you at the instructions it's all there. ':o
yep unfortuately it's a fineline here, my best advise for you,t works, but its not really bump mapped. just looks a little different.
if the player is not going to enter the building(physically) make the actor a Static entity mesh use normal maps as they give far superior lighting for bumpmaps IMO
if you have access to photoshop, download the Nvida normalmap plugin not the best technique but you can create better normal from gray scale heightmaps.
if not, well im not sure but im sure that there are plenty of free heightmap to normal map convertors on the web.
well not really, act's have better lighting in general, also they can projected shadows which are better than BSP IMO, the other advantage to using act's is the fact that you have greater control over the polycount, you can choose what is shown or what is hidden. in bsp it's a bit more of guess work.pity about only on actors,but oh well
nah .map wont work, this will still generate BSP's you need to have them as .act's and make them either SEP's or staticmeshes (dependant of their functionality) beware the Staticmesh lighting is borked however you can have the bst of both worlds, by having a a SEP for lighting (visible) and an invisible static mesh (for collision)