no lightmap visible from the normal image


(GRouZER) #1

I just see the metal texture which must have the bumpmap effect.
If i do r_lightmap 1, i only see the light from the light entity.

  • I have compiled with the following command:
    “bsp_Q3Map2: (simulate old style -light -extra) BSP -meta, -vis, -light -super 2”

  • I have added “_lightmapscale: 2” to the world_spawn.

  • I have made the bumpmap from the nvidia normal map plugin for photoshop.
    It is 32bit, tga.

the shader:

textures/test_shaders/bump_test
{ 
    qer_editorimage textures/test_shaders/bump3.tga
    q3map_normalimage textures/test_shaders/bump1.tga 

    { 
    map $lightmap 
    rgbgen identity
    } 

    { 
    map textures/metal_misc/ametal_m01.tga 
    blendFunc GL_DST_COLOR GL_ZERO 
    rgbgen identity
    } 
}

(MindLink) #2

you should actually LOWER your lightmapscale, i.e. use
_lightmapscale 0.25 or better even 0.125
but don’t do that in worldspawn, make a func_group out of the normalmapped brushes and add the _lightmapscale to those.
also, add the following option to the light compile : -thresh 0.25


(MindLink) #3

on a second note, make sure the height of the normalmap is high enough (can be set in the nvidia plugin)


(GRouZER) #4

Applied the suggestions but it’s not working 100%.
Only the circled texture has the bumpmap effect, that doesn’t look ok to me.

  • The room is 512x512 units.
  • The room has a light entity with a value of 300.
  • Both textures have the size of 256x256.

Bumpmap setup:

Bumpmap result:

Normal image:


(MindLink) #5

be aware that bumpmapping from lightmaps only becomes really noticable when the lightsource is at a pretty steep angle to the surface. If you’re lighting it directly from above you won’t see too much.Increase the height of the bumpmap more though and the effect will become clearer.
For the effect you’re trying too achieve I’d stick to a regular texture btw. (simply make a texture including shadows and height detail).


(GRouZER) #6

“(simply make a texture including shadows and height detail)” I just wanted to see how bumpmaps work in ET, i just made a random normal map :).


(MindLink) #7

hehe ok then, like said try increasing the height again an placing the lightsource flatter to the ground


(ydnar) #8

Run the game with r_mapOverbrightBits 0 to see the unscaled lightmaps, with the bumpmap definition.

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