Author Topic: Bump-Map support?  (Read 3375 times)

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Is there Bumpmap support? i have got an adobe photoshop plugin to make bumpmaps from normal pictures/textures

 

Offline Bobboau

  • Just a MODern kinda guy
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we can convert then while loading, but we havn't implemented this yet
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Offline Flipside

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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

 

Offline Bobboau

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grey scale hight map
Bobboau, bringing you products that work... in theory
learn to use PCS
creator of the ProXimus Procedural Texture and Effect Generator
My latest build of PCS2, get it while it's hot!
PCS 2.0.3


DEUTERONOMY 22:11
Thou shalt not wear a garment of diverse sorts, [as] of woollen and linen together

 

Offline Sticks

  • 29
Look for this and possibly self shadowing after 3.6
"Napalm is good as a quickfire solution, literally..." -- cngn

"Shh... [Kazan's] schizophrenia allows him to multitask." -- Goober5000

Why am I still coding at 12:35am?

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i got good results with bumpmaps is serval games.
Shouldn't be much work for you all, or?

 

Offline Flipside

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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

 

Offline FoxHound

  • Braveheart
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I'd absolutly love bump mapping.... and 3.6, how far away would that be, sounds tres uber ! ;7
**newbie**

 

Offline Sticks

  • 29
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.
"Napalm is good as a quickfire solution, literally..." -- cngn

"Shh... [Kazan's] schizophrenia allows him to multitask." -- Goober5000

Why am I still coding at 12:35am?

SCP: Templum sanctus ingeniosus

 

Offline Bobboau

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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
Bobboau, bringing you products that work... in theory
learn to use PCS
creator of the ProXimus Procedural Texture and Effect Generator
My latest build of PCS2, get it while it's hot!
PCS 2.0.3


DEUTERONOMY 22:11
Thou shalt not wear a garment of diverse sorts, [as] of woollen and linen together

 

Offline vyper

  • 210
  • The Sexy Scotsman
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....
"But you live, you learn.  Unless you die.  Then you're ****ed." - aldo14

 

Offline Carl

  • Render artist
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    • http://www.3dap.com/hlp/
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.
"Gunnery control, fry that ****er!" - nuclear1

 
Quote
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:


So it works good, and why grayscale? isnt grayscale for other map sort?

 

Offline aldo_14

  • Gunnery Control
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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.

 
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

 

Offline aldo_14

  • Gunnery Control
  • 213
Quote
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.
« Last Edit: December 22, 2003, 05:22:27 am by 181 »

 
i made quickly in 3ds max an little example for ones who doesnt know what bumpmaps do...

first we have a grey wall:

then i added a bump map...
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.

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?

 

Offline Flipside

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Yes, also, imagine how long it takes 3Ds Max to render an object with bump abd shine mapping ;)

Flipside :D

 
just download the free test version of the AMP2 engine, there you can see bumpmapping and its not lagging!

  

Offline Flaser

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  • man/fish warsie
FS_Open uses colored specular maps because it can create more effects that way than simple shinyness.
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