![]() So if you look at them closely in-game, especially up close, the illusion will disappear and you'll realize they're still flat. but bump maps don't actually affect geometry they only change the way the textures are lit (ie: 'shadows'). ![]() Do I need something extra, like that nvidia plugin you guys were talking about (I looked that up, apparently its for The GIMP)? Is it supposed to be that way, or I am I missing wome driver or something? I've got a Nvidia GeForce 6800 on Windows XP. Like on aard3b the ground in the middle looks flat. It´s not much more work from making "traditional" textures, since the effort is simply spit across maps, it´s just a very diffrent workflow. The other way of creating normalmaps is to model the texture in high poly, and render the normalmap and height map from it, then adding colour and spec (as if you´d skin a model). In other cases you´ll have to make it from scratch. Sometimes you can get away from deriving it from the colour map, though it needs touch ups more often than not. Render the normal map from the height map, usin the nvidia filter.Ĥ. It won´t work on industrial/tech stuff too well.ģ. Simply desaturating your texture can work on organic stuff like rock (when you can afford the highlights/shadows to turn into diffrent fake geometry, but this is a cheap tradeoff). So if you work off an image alone, you´ll have to make the height map by yourself. ![]() You´ll have to do it by hand, unless you are making your textures from high poly models (then you can get a heightmap rendered from it). This is tricky sometimes, some textures won´t work without some effort.Ģ. Look at the exsisting textures as an example. Rid your texture of all static light/highlights and shadows, only global illumination can be left in. If you have previously made textures ( all on one image, light,shadows,colour), like I have here, you´ll need to do the following:ġ. The highlight will be levated, the shadow dented in. Imagine a screw, with the highlight on top, and a shadow underneath. If you take a statically lit texture (with shadows and highlights) it´ll result in something weird, but not the actual geometry you want to fake. The nvidia plugin uses height information (more white=more offset) to calc the normals from there. If you made it from a statically lit texture, it will not be a real normalmap. I sorry, I feel like a total noob right now. Was that bad? Also, how do I even make the black and white depth map in the first place? I used the original texture to make the normal map. If you used the nvidia plugin, you should already have a heightmap - the map you made the normalmap from.ĭepth map isn´t required, but it adds parallax mapping if you use it. It works fine for the normal maps, but I just don't know how to make those blank and white depth maps.ĭo I need a different prog or plug-in? Cause my custom textures are ready for bumpville. I think this is a valid question, as I tried the Nvidia normal map plug-in. Next time you open smartcvs, sauer project should already come up, and you´ll only have to press "get changes from the repository" to check if stuff has changed recently. then it should check out (download the complete repository) (just leave all else on default)Ĭlick next. Now enter a local directory where to save it. In "chose repository module" check "sauerbraten"Ĭlick next. Then in the Checkout dialogue (should be still open) select the newly created project, click next I downloaded SmartCVS but I don't know how to use it. Sorry, I'm really a n00b, but I was wondering how you can use CVS or if there are any tutorials out there for it. However when standing at a distance it seems dramatically more bumped. On some textures featuring bump maps look more or less flat when close to it. I'm anxious to do some serious mapping with that! :)Īll shaders are generic shader 2 model, taken on a 6800u with very basic settings. So when is this fancy textures version going to be released for the general public/non-programmer types? Often labled depth and usually black and white. I've made a few normal maps, but i also see a 3rd texture file. And yes, to see any of this, you need a card capable of shaders of course. So soft shadows with per pixel light, hurray!Īnyway, next release will have this stuff in, plus a nice set of textures to work with. Moreover, all this works in harmony with lightmaps, using a system similar to what halflife 2 and far cry use indoors. The above screenshot does bump+spec, and some form of parallax mapping (needs tweaking). So people have finallye started releasing high quality textures with normalmaps on the interweb, so I thought it was time we supported them in sauerbraten.
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