Issues with bumpmapping


(murka) #1

Hi,
As i thought my maps needs a bit more detail, i decided to add a little bumpmapping to my floor.
I tried and tried, but just didn’t get any bumpmapping in-game.
texture:

normalmap:

shader:


textures/prisonbreak_tj/concrete_floor
{
	qer_editorimage textures/prisonbreak_tj/concrete_floor.jpg
	q3map_normalimage textures/prisonbreak_tj/concrete_floor_bump.jpg
	{
		map $lightmap
		rgbGen identity
	}
	{
		map textures/prisonbreak_tj/concrete_floor.jpg
		blendFunc GL_DST_COLOR GL_ZERO
		rgbGen identity
	}
}

A ty in advance.


(Wezelkrozum) #2

Did you compile the map with the test compile? Because the you must use a more detailed lightcompile ,else bumpmapping won’t have any effect.


(murka) #3

I read some pages and tuts where it said some light compiles, tried them all, but to no effect.
maybe you have something i didn’t try?


(Wezelkrozum) #4

I had the good lightcompile but my pc was crashed a few weeks ago, and I see now it’s deleted. :frowning: i’ll find a good compile for you but now I’m going to play Mario Cart WII :stuck_out_tongue:


(|WF|Doofy) #5

maybe the normal texture should be TGA, as it uses all RGB-layers


(murka) #6

Well, i used tga, but that didn’t work so i tried jpg.


(Detoeni) #7

Two things wrong here:
1.The normal map. Your detail is too fine to work. Bump mapping in et needs to be bold and free from noisy detail that will never show up on a light map.
2.Your shader is missing a line…


q3map_lightmapsamplesize 1

…after the editor image. This will force the surface to have high detailed light maps.

Compile with:
BSP = -meta -mv 1024 -mi 6144
VIS = -saveprt
LIGHT = -fast -samples 3 -patchshadows -v -external -lightmapsize 256