Maps with bumpmapping ?


(Kic) #1

Hi I were somewhere reading that Q3 engine can use bumpmaping (normal map) Is it true ? Can it be used for ET ? Thanks


(-SSF-Sage) #2

There are quite some topics found from the forums with “bumpmapping”. Here’s one.


(Kic) #3

Ok thanks. I .have not 1,5 year PC . I am using mobile phone internet, and searching is a bit complicated


(YourFather_CZ) #4

Woot! Kic is back! :stroggbanana:


(Kic) #5

Nazdar FATHER


(Kic) #6

Dlouho jsem tu nebyl


(Pande) #7

to bumpmap, you must have a shader with

q3map_normalimage textures/folder/texture

and you must create an image with 128 128 256 colour ranges. It reads it by making redder areas deeper and greener areas higher. Or maybe vice versa… either way, its easy to do with some plugins for photoshop or GIMP, search depending on what program you have.


(Diego) #8

I actually experimented with bump mapping on Praetoria. If you want to use it, I suggest you keep your bump map surfaces to a minimum. In order to get any kind of decent bump map, you have to really decrease the _lightmapscale of the brushes that you apply the shader to. Otherwise, you just get a pixelated mess. This of course dramatically increases your light map usage. The first time I tried it, I applied it to all of my brick textures on the entire map. Even witht default lightmapscale setting, my lightmap data skyrocketed to 45 mb and as you know, the limit is only 18.

If you want to use it though. Here is one of my old shaders:


textures/praetoria/walls_ext/extwall_greenbrick_01
{

	 q3map_normalimage textures/praetoria/bunker/extwall_greenbrick_01_bump.tga //Sample normal map usage for bump mapping
	q3map_nonplanar
	q3map_shadeangle 45	// Really low to preserve brushwork edges
        qer_editorimage textures/praetoria/walls_ext/extwall_greenbrick_01.tga
	{
		map $lightmap
		rgbGen identity
	}
	{
		map textures/praetoria/walls_ext/extwall_greenbrick_01.tga
		blendFunc filter
	}
}

Here is a tutorial on how to do it. It has links to the NVIDIA texture tools that allow you to create normal maps.

http://www.wolfensteinx.com/surface/tutorials/bump_mapping.html


(Kic) #9

Thank you Diego


(carnage) #10

as Diego says you will have to really increase your light maps resolution because quake 3 engine does not exactly support light maps. instead the compiler bakes the light map based on the q3map_normalimage image on the shader

so if you want to take full advantage of the bumps map you need to have the same pixel level detail on your light maps as you do on each bump mapped surface. This means that to bump map a whole level you needs a vast amount of memory for light map data


(Wezelkrozum) #11

How to set the pixel level of the lightmap exactly the same as your texture:


	q3map_lightmapsamplesize 1