problem with bumpmapping


(schakal_ns:co) #1

Hi,

i have a problem with bumpmapping: :bump: for the MOD: Navy Seals

i read a lot of tutors but it’s not realy good. :frowning:

i have made a bumpmaptextur with the nVidia-plugin. (save as jpg - is this a problem??)

here are my shader:

textures/nsq3_schakal3/wall_04
{
         qer_editorimage textures/nsq3_schakal3/Brick45a.tga
       q3map_lightmapsamplesize 128x128
         q3map_normalimage textures/nsq3_schakal3/Brick45a_bump.tga

 {
           map $lightmap
           rgbGen identity
      }
{
           map textures/nsq3_schakal3/Brick45a.tga
           blendFunc GL_DST_COLOR GL_ZERO
           rgbgen identity
       }
}

It is a 128x128 pixel Textur

I insert in the wordspawn the line:
_lightmapscale
0.16

The compiler worked a long time, but i don’t see something like bumpmapping and if i check it with r_lightmap 1 nothing happend.

I need help.


(cloudscapes) #2

I’ve found that exaggerating the strength of the bump in the nvidia normalmap plugin helps a lot. Also fine details probably won’t show, even with that lightmapscale. Mind posting your normalmap jpg so we can have a look? :slight_smile:

I’d also try to comment-out anything fancy for now, like q3map_lightmapsamplesize just to see if you can get it working with basic parameters. Also making a really simple 2-minute room specifically for testing the shader might be a good idea, that way the compile will be a lot quicker and you’ll be able to see if changes have worked or not faster.


(ydnar) #3

The q3map_lightmapsamplesize line is all wrong. It only takes a single integer value.

Remove it–it doesn’t do what you think it does. You’re already using _lightmapscale 0.1, so that’s all you need.

y


(Valhue2) #4

i have that nvidia plugin as well… but i cant get it to work… is it only for PS7? as i have PS6. And if it works on 6, whats the proper directory it should go in to be read by ps6? (i have it in the filters/ root directory…)

V^2


(schakal_ns:co) #5

ok, i will test it without the q3map_lightmapsamplesize
and a _lightmapscale 0.1.

@ Valhue2:
i used PS6 and it worked fine.
Dir is plugins/effects (i think so)

and then you opend a textur. And in the menue -> Filter -> NVTools


(schakal_ns:co) #6

i test it, but no good score. :frowning:

here are my texes:

work it with this small texes??


(U.S.S. Speed) #7

I dunno for the first one, but the second bump seam a lot not enough heavy to cast good bump.

I make bump manually, which is a lot easier and has more control than the NVidia plug-in.

Take a normal map and check the Red and Green channel. You will see how it’s done. It’s simply light coming from the bottom and from the right with a bevel effect. One of the red, and one on the green.


(wudan) #8

Your bumpmaps aren’t strong enough. You might notice something if the light is not directly cast on the bump-mapped surface.


(cloudscapes) #9

You also have to ask yourself if bumpmapping is really needed in a particular area. Like a really dim room with basically just ambient lighting, bumpmapping will be virtually useless but because of the low _lightmapscale you will get an excessivly big BSP.


(schakal_ns:co) #10

jepp, i canceld the indoor bumpmapping. And make only a bumpmapping at the walls of the building.


(Davros) #11

how can i create a bumpmap image if i dont have photoshop? i do have paintshop pro 7 tho :banana: