Phong Shading Kill Bumpmapping?


(|NV|S) #1

For some reason my bumps arent working. all the bumped textures are now Very dark…is there something im missing in 2.5.2? or should I not try and shade and bump in the same map? this only happened after using -shade during compile.


textures/thnom/th_scraggywall_bumped
{
       qer_editorimage textures/thnom/th_scraggywall.tga
       q3map_normalimage textures/thnom/th_scraggywall_bump.tga
       {
            map $lightmap
            rgbGen Identity
       }
       {
            map textures/thnom/th_scraggywall.tga
            blendFunc GL_DST_COLOR GL_ZERO
            rgbGen Identity
       }
}


(ydnar) #2

Can you post your normalmap as a jpeg image?

It’s probably too high-frequency, and wrapping the normals around backwards.

y


(|NV|S) #3


(cloudscapes) #4

Heya invis :slight_smile:

Hrm, at first glance the bumpmap looks maybe too detailed for lightmap. What _lightmapscale are you using for this surface? I’d recomend either making a bumpmap with larger ‘features’ or reducing the lightmapscale. Though as you know the bsp size will grow quite a lot. Still it’s odd that it only works without phong shading!


(|NV|S) #5

yeah its weird…but im always pushing limits on things.

_lightmapscale 0.125


(ydnar) #6

Unfortunately those limits cannot be pushed that far.

Even with _lightmapscale 0.125, the ratio of normalmap texels to lightmap texels is approximately 4:1, and likely larger, depending on how big the brush faces are.

Q3Map2’s normalmap support was designed for much lower-frequency normalmaps, such as subtle peturbations in terrain, large bumps in walls, etc, not the fine-grained 1:1 stuff that Doom 3 style normalmaps do.

That wall texture, for instance, should not have a normalmap at all, as it is largely flat in the lightmap frequency.

y