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Normal Mapping Hi errbody, question in the tubes. Can JK3 support the normal mapping of map textures, and if so, how do i get the engine to apply the map to the texture ingame? I want to know cause the normal mapped texs look really pretty. And I like pretty textures. I am guessing its a shader thing, but I really dont know and dont have the time to wade through the masses of crap that google has to offer. |
i think normal maps will work on certain map objects but im not sure. |
Searched for it, and maybe this will help you out: http://forums.filefront.com/sw-jk3-m...almapping.html |
I know how to do Normal Mapping, and I have even done it before. However, the normalmapping is done in the light-compile stage when compiling a map, meaning that you can not change the way the light plays across the texture in-game by moving a light source around it, and that you HAVE to re-compile a base-JKA map if you want to have normalmapping. The bumps will always be lit the same way. Here's the basic shader code (just an example): textures/test/test1 { q3map_lightmapsamplesize 1x1 q3map_normalimage textures/test/test1_nm { map $lightmap } { map textures/test/test1 blendFunc GL_DST_COLOR GL_ZERO } } You are going to need a normalmap, as well, and for that, look to this tutorial on Map-Craft: Bumpmapping for JK3 Also, you need to run a Normalmap filter to get your bumpmap image: Photoshop Download | Gimp Download |
Remember, JK3 doesn't support any kind of normal or bump or parrallax mapping. It can only fake it with heavy lightmaps. |
hmm, then no. it cant do what i want it to do. I wanted to make the ground texture appear as raised stones instead of flat stones. |
well theoretically you could make areas of that ground texture be darker because of normal mapping, but since its hard baked into the light map vs, real time like in modern engines, its generally a waste of time. Its best used on walls that have a distinct spotlight light source, or any surface, with light being spread parrelel to its plane. |
yeah, same conclusion i reached. thread is now pointless, nothing to see here, move along... :) |
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