Hard Light Productions Forums
Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: comICEMAN on December 20, 2003, 09:49:43 am
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Is there Bumpmap support? i have got an adobe photoshop plugin to make bumpmaps from normal pictures/textures
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we can convert then while loading, but we havn't implemented this yet
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Is it going to be alpha channel based when it is, the usual 0-255 with 255 as high?
Flipside :D
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grey scale hight map
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Look for this and possibly self shadowing after 3.6
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i got good results with bumpmaps is serval games.
Shouldn't be much work for you all, or?
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This is high end stuff as well remember, I know as a fact my card does not support it as hardware, and many people's won't so keep those Greyscale bitmaps smallish ;)
Flipside :D
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I'd absolutly love bump mapping.... and 3.6, how far away would that be, sounds tres uber ! ;7
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I'm not sure. We're having issues getting it out as many bugs are still left unattended, and I think the holidays have been less conducive to coding than us devs would have liked.
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right now I'm spaced out on nasil decongestiants, I'm actualy a bit worried, but I'm sure I'll be fine
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Perhaps it'll give you an new semi-reality viewpoint on the code.
Perhaps your nose will fall off, I'm no doctor. Anyway, bump maps, cool :yes: hardware supported for some time....
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the problem with bump maps is you really can't make them small. i suppose if it's grayscale the file size will be smaller, but if it's less than 256x256 then it'll look...gooey.
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Originally posted by Carl
the problem with bump maps is you really can't make them small. i suppose if it's grayscale the file size will be smaller, but if it's less than 256x256 then it'll look...gooey.
i test it...
Bomber2s-01a.pcx (256X256)
Bumpmap:
(http://mitglied.lycos.de/jimmlermorpheus/test.jpg)
So it works good, and why grayscale? isnt grayscale for other map sort?
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You only need to know height for a bumpmap - so you can measure it in the amount of white - 1 value between 0 and 255. Simple & efficient - you're basically measuring pixel light intensity anyways, so no need for colour.
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i know an other game which has these maps:
texture: an normal texture
bumpmap: colored like these
specularmap: grayscale
hightmap: grayscale
and that result you can maybe guess is realy good
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Originally posted by comICEMAN
i know an other game which has these maps:
texture: an normal texture
bumpmap: colored like these
specularmap: grayscale
hightmap: grayscale
and that result you can maybe guess is realy good
What do the bumpmaps actually look like? I'm guessing the reason would likely be using the added pixels value (rgb values, or the equivalent) to give more 'heights' to the bumpmap....
EDIT; Think i may be getting confused between bump & height maps. http://vcg.iei.pi.cnr.it/bumpmapping.html#intro seems to be pretty helpful....I'll stop me ham-fisted attempts at figuring this out and let someone from the SCP give a proper answer methinks.
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i made quickly in 3ds max an little example for ones who doesnt know what bumpmaps do...
first we have a grey wall:
(http://mitglied.lycos.de/jimmlermorpheus/rofl/1.jpg)
then i added a bump map...
(http://mitglied.lycos.de/jimmlermorpheus/rofl/2.jpg)what you see is no texture, but just a 1-grey-color wall, which only isnt flat anymore (bumpmap effect)
than its easy to put an texture on it.
(http://mitglied.lycos.de/jimmlermorpheus/rofl/3.jpg)
Because i'm no 3ds max freak i dont have a real good texture and dont know how to make a specular map in it, but imagine freespace2 ships have got bump maps AND specular maps, wouldn't it be a great graphic?
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Yes, also, imagine how long it takes 3Ds Max to render an object with bump abd shine mapping ;)
Flipside :D
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just download the free test version of the AMP2 engine, there you can see bumpmapping and its not lagging!
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FS_Open uses colored specular maps because it can create more effects that way than simple shinyness.