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How do they do that? (Bump Mapping Help)

Posted: Mon Jul 07, 2008 2:16 pm
by metal_head
I've seen this effect in Skullcrack too,but I couldn't fiure out how to make it.http://www.youtube.com/watch?v=YbXyc8gRqHM see at the video ,the walls look like they're wet.I have seen this effect in Half Life 2 as well.Is it something with the texture? Or the topic is in the wrog place?

Re: How do they do that?

Posted: Mon Jul 07, 2008 2:32 pm
by Danimita92
It's called bump mapping and I think it's been explained many times in the forum, hit the search button.

Re: How do they do that?

Posted: Mon Jul 07, 2008 2:46 pm
by metal_head
thanks! OK I did a search and of what I saw I understod that the textures are some sort of special and they do this effect,but I couldn't find a tutorial or a good explanation.

edit: I found it in the manual and now i'm gonna read it,but I may get stucked somewhere.

Re: How do they do that?

Posted: Mon Jul 07, 2008 2:55 pm
by metal_head
Sorry for the doublepost,but...in the manual it's only described how to put that kind of texture on an actor file and I want to put the texture for example on a wall in a room.It says that I have to have 3 types of textures,but I don't know how to make them either.I'm very interested in doing that

Re: How do they do that?

Posted: Mon Jul 07, 2008 3:06 pm
by bernie
You only really need 2 the base texture and the normal or bump map. You can make the bump map using a free prog called CrazyBump I posted it somewhere in the useful tools section do a forum search for it.

Re: How do they do that?

Posted: Mon Jul 07, 2008 3:20 pm
by paradoxnj
Specular map is what makes it shiny. It is not required, but if you want it to look shiny, you need one.

Re: How do they do that?

Posted: Mon Jul 07, 2008 3:34 pm
by metal_head
What's this specular map I'm sorry but I've really never heard of it.And one more question - after I have the textures how do I put them on a wall for example,because I've never put more than 1 texture on a wall :D.Will I hav to use an entity or something else? thanks for the info guys

Re: How do they do that?

Posted: Mon Jul 07, 2008 3:40 pm
by paradoxnj
In the RF Manual, expand the Component Reference section, then select Bump Mapping. Read the whole page.

Re: How do they do that?

Posted: Mon Jul 07, 2008 3:45 pm
by metal_head
Oh,yeah I read it before,but just have forgotten the name,so to make a specular map I just need to make the texture's bitmap black and white right?

Edit: Ok I made a simple pavement texture and made it's bumpmap and specular maps.I named them BM0_piece.bmp BMB_piece.bmp and BMS_piece.bmp than I put the three of them into a txl file and loaded it into one of my newest levels (which I just started).I applieded BM0_piece.bmp to one of the brushes and see the results,I've uploaded them in a rar archive:

Re: How do they do that? (Bump Mapping Help)

Posted: Mon Jul 07, 2008 4:26 pm
by paradoxnj
Specular maps are not black and white. The bump map is. Did you read the manual?? It looks
like you made a normal map instead of a bumpmap.

2 questions:

1. What tool are you using to make the bumpmap?
2. Why are you trying to bump map pavement? Pavement is supposed to be smooth.

Re: How do they do that? (Bump Mapping Help)

Posted: Mon Jul 07, 2008 4:30 pm
by metal_head
I'm using that crazy bump program bernie told me about,I read the manual several times too and I'm trying to bumpmap pavement because I just wanted to see if it's working,but as you see,it doesn't.I just didn't get the whole thing about the specular maps.I'll be very gratefull if you give me a link to one so I can see what it looks like or something.

Re: How do they do that? (Bump Mapping Help)

Posted: Mon Jul 07, 2008 5:00 pm
by paradoxnj
There is a tool in the tools folder called "Texture Image Converter". It actually makes the specular map and bump map for you. Try using that. I just tried it an it works very well.

Bump mapping for the world is fairly simple. You need to do the following:

1. Name your base texture as BM0_<Name>.bmp (e.g. BM0_Pavement.bmp)
2. Name your greyscale bump map as BMB_<Name>.bmp (e.g BMB_Pavement.bmp)
3. Name your specular map as BMS_<Name>.bmp (e.g. BMS_Pavement.bmp)
4. Add a light to the room where you are using the texture. (Bump mapping works from lighting)
5. In d3d24.ini, set ExtraTextures to 1

All textures should be added to your TXL. Then just add the BM0_Pavement.bmp to your poly.

Re: How do they do that? (Bump Mapping Help)

Posted: Mon Jul 07, 2008 5:16 pm
by metal_head
Thanks a lot,I did everything as you said and it works almost fine now,just got a last question:
In the rar file I've uploaded I included the converted textures and a screenshot.Why the texture is so dark now?Maybe I've set something wrong in the convertor or I'll have to set up something in the RFedtPro?

Re: How do they do that? (Bump Mapping Help)

Posted: Mon Jul 07, 2008 5:42 pm
by paradoxnj
Did you add a light in the place where you have the camera? Try removing the specular map.

Re: How do they do that? (Bump Mapping Help)

Posted: Mon Jul 07, 2008 6:23 pm
by metal_head
Everything should be OK,but the texture is just dark...there's light (i tried to remove the specular map but it gave an error when I started the level) it's something with the brightness,but I don't know what...