i need a bump


(TheJediYoda) #1

hey, i know this has prolly been gone over 101 times but i have been trying to the best of tonight with bumapmapping… the bump is working… but just adds noise to the light map… nothing more…

i have bump mapping working fine… afew weeks ago be college started to get heavy so i left it (as was…) then i got a viri… and now my bump shader is lost… O_o

i am using _lightmapscale .1 on func_groups

and this shader and normal used (2nd ss from q3)

textures/sg1_floor/e8cretefloor_01
{
qer_editorimage textures/sg1_floor/e8cretefloor_tile.jpg
q3map_normalimage textures/sg1_floor/e8cretefloor_normal.jpg
{
map $lightmap
}
{
map textures/sg1_floor/e8cretefloor_tile.jpg
blendFunc GL_DST_COLOR GL_ZERO
}
}

normal: (same size as texture)

This is the quality i had…

and this is what i am getting now…

i think i am missing something that i cannot remember for the life of me…
please help…


(shadowspawn) #2

you can also play with the q3map_lightmapsamplesize also, but be prepared for huge memory usage if you use something like 2 with a func group of .1

compile settings with a really low thresh, and using super of around 2

if its just a test map no reason not to test -thresh .1 for it, but watch the memory usage and compile times skyrocket.

I also noticed messing with the height level in the normal maps will change things drastically. but it is fun, i did the same thing with meatpack and some evil textures and got some awesome results; even with q3 baseq3 stuff that I want to plug into tenebrae soon.

can see it pretty well, that was also done using thresh of .1 and super 2, worldpspawn scale of .5, and q3map_lightmapscale of something normal i forget… and both compile times and bsp size didn’t really skyrocket.


(Matt) #3

Shadowspawn, I wrote you an e-mail on this exact same thing, but never got a response… I’ve since got it working, but I was wondering if you could tell me what thresh does? I’ve asked before, but the response was rather encrypted.

Also, while my bumps work, and aren’t as blurry as Jedi Yoda’s second shot, they’re nowhere near as sharp as his first one…

What would be the BEST settings to use to make them the sharpest?


(shadowspawn) #4

sorry about the email :confused: you can usually catch me in irc tho, but im afk allot.

Anyhow, i guess layman’s terms is how thin to divide up difference between where light hits and where light doesn’t hit. When q3map2 was still in its early stages there was some build that borked the sun, and i had a big compile on a really low thresh and my sun didn’t draw but the surfacelight did. http://www.shadowspawn.net/temp/sun_circles2.jpg Weird eh? normally it’d be all blurry.

These are shots with -thresh .1 -super 2




(if posting links instead of pics is better let me know, you can scan the whole temp dir if u want for weird shots)

somtimes tho using large flat surfaces on the same plane, ydnar explained this to me before, the lightmaps will be sorta merged along as one surface when calculating light. So sometimes breaking up a large floor, for instance, into 4 brushes with each one having a slightly different lightmapscale will force the compiler to sample each surface differently instead of merging them, at the expense of extra surfaces drawn. But the tradeoff is usually worth it imo, and i never saw an impact on my gf2.


(Matt) #5

What a pimp.


(shadowspawn) #6

:frowning:

i debated it, i really did.


(wudan) #7

I have tasted the fruit, and it is good.

How do you like to set up your lighting? That looks DOPE.


(shadowspawn) #8

sitting around on sunday me and some other designers were talking about lighting in some reality-based maps. discussion was like

‘well this fixture would give off much more accent on the textures here’

‘yes, but look how the light bounces off of the ceiling and fills up the rest of the room’

‘maybe add a bit of blue to the light?’

‘ewww green tile, what were you thinking?’

‘well maybe a different hue, towards blue on the wallpaper instead…’

‘i like the pinkish mercury-vapor streetlight coming in throught the window, maybe some opaque shades would fit in there’

then i realized that we sounded like a bunch of light-footed interior designers, but hell it was fun.

one weird (but i guess expected) effect about using highscale lightmap textures to make bumpmapping work decently is that all of a sudden some lighting will have REALLY crisp shadows that you weren’t expecting from secondary light sources (sun, surfacelights, etc) but playing around in smaller test maps can help ya get a feel real quick.


(system) #9

Is there a way to keep the bump-effect in highlighted places, like the shot with tthe bright yellow light?. The effect dissaperas complete. :frowning:


(demonspawn) #10

I was wondering if there was a way to make an transparent bump map.
I’m trying to make a decal texture have a bump map but the alpha channeled areas are losing their channel (transparent) properties…Now I am still experimenting with it but I was curious if there was a shader parameter solution that I’m not aware of.


(demonspawn) #11

I was wondering if there was a way to make an transparent bump map.
I’m trying to make a decal texture have a bump map but the alpha channeled areas are losing their channel (transparent) properties…Now I am still experimenting with it but I was curious if there was a shader parameter solution that I’m not aware of.

EDIT
sorry about the double post :bash:


(shadowspawn) #12


(shadowspawn) #13


(shadowspawn) #14

omg this forum just wiped a nice long explanation with some email notify error 3 times lets hope this works this time.

heh damn it posted them even tho it said there was an error, then it told me i couldn’t post for a while. sorry for the …'s above but i can’t delete the dupes so i made em empty.

ok well this is the short story: if i would break up that wall into seperate func groups with different lightmapscales, make it a mesh, or use external lightmaps it would be very crisp. thats on the todo list tho, i was just happy the bump matched up to the textures.

as far as the decal, http://www.shadowspawn.net/temp/bump_wfa.jpg is smething that i used and is just a normal bumpmap but its completely clear in the shader, its a plain white image with a full alpha. doesn’t show up except with showtris you can see the border of it. think of how lightmaps work with stock q3 water shaders or the glass shader.

course it looked like crap in other spots, i wound up just making a custom texture that looked like the cement, made qer_editor images with grids and just lined them up.


(demonspawn) #15

yea that’s the same visual results that I ended up with…