fake bumpmapping to q3bsp
Moderator: InsideQC Admins
8 posts
• Page 1 of 1
fake bumpmapping to q3bsp
Hello forum, i have a question; How is possible to add fake bumpmapping to q3bsp? I did read many stuff but it´s not clear documents about this. another question, will work these fake bumpmapping in darkplaces engine or fteqw??
i don´t believe it, but i do not know
thanks in advance!!
***********************************************////////////**************************************************
EDIT
I get it, it´s no so great, but is a nice alternative to get very high framerate without rtlight world activated

***********************************************////////////**************************************************
EDIT
I get it, it´s no so great, but is a nice alternative to get very high framerate without rtlight world activated

Last edited by Nahuel on Sat Jan 28, 2012 2:24 pm, edited 1 time in total.
hi, I am nahuel, I love quake and qc.
-

Nahuel - Posts: 492
- Joined: Wed Jan 12, 2011 8:42 pm
- Location: mar del plata
Re: fake bumpmapping to q3bsp
The only fake bumpmapping i've seen is precomputed lightmaps from normal maps in the Q3MAP2 compiler, and it doesn't look all that great either.
There's a GLSL patch for ioq3 (that OA implements as well) but no bumpmapping has come out of it.
There's a GLSL patch for ioq3 (that OA implements as well) but no bumpmapping has come out of it.
i should not be here
- leileilol
- Posts: 2783
- Joined: Fri Oct 15, 2004 3:23 am
Re: fake bumpmapping to q3bsp
Are you sure you don't want deluxemapping? That is fake bumpmapping, as far as I know.
QuakeWiki
getButterfly - WordPress Support Services
Roo Holidays
Fear not the dark, but what the dark hides.
getButterfly - WordPress Support Services
Roo Holidays
Fear not the dark, but what the dark hides.
-

Chip - Posts: 575
- Joined: Wed Jan 21, 2009 9:12 am
- Location: Dublin, Ireland
Re: fake bumpmapping to q3bsp
leileilol wrote:The only fake bumpmapping i've seen is precomputed lightmaps from normal maps in the Q3MAP2 compiler, and it doesn't look all that great either.
There's a GLSL patch for ioq3 (that OA implements as well) but no bumpmapping has come out of it.
yeah, i speak about the precomputed lightmaps... i know is not so great, do you mean these precomputed lightmaps work in ioq3 but not in quake 3 arena???
hi, I am nahuel, I love quake and qc.
-

Nahuel - Posts: 492
- Joined: Wed Jan 12, 2011 8:42 pm
- Location: mar del plata
Re: fake bumpmapping to q3bsp
Chip wrote:Are you sure you don't want deluxemapping? That is fake bumpmapping, as far as I know.
i use deluxemapping, works very good, but currently, i am experimeting with shaders, I was just trying to merge this shader with deluxemapping...
but I do not know if it works in some quake engine
hi, I am nahuel, I love quake and qc.
-

Nahuel - Posts: 492
- Joined: Wed Jan 12, 2011 8:42 pm
- Location: mar del plata
Re: fake bumpmapping to q3bsp
How did you do it? As seen in the edit.
QuakeWiki
getButterfly - WordPress Support Services
Roo Holidays
Fear not the dark, but what the dark hides.
getButterfly - WordPress Support Services
Roo Holidays
Fear not the dark, but what the dark hides.
-

Chip - Posts: 575
- Joined: Wed Jan 21, 2009 9:12 am
- Location: Dublin, Ireland
Re: fake bumpmapping to q3bsp
Chip wrote:How did you do it? As seen in the edit.
I use quark and quake 3 arena, first you need write this shader in baseq3/scripts/base_wall.shader
- Code: Select all
textures/base_wall/wall3
{
qer_editorimage textures/wall3_norm
q3map_lightmapsamplesize 1x1
q3map_normalimage textures/wall3_norm
{
map $lightmap
}
{
map textures/wall3
blendFunc GL_DST_COLOR GL_ZERO
}
}
after you need declare the shader to work in quark, you must declare it in
QuArK 6.6.0 Beta 3\addons\Quake_3\Q3Textures.qrk, you can open the file with notepad and edit it. For example you can write after
- Code: Select all
base_wall/shinygrate1_4.wl =
{
a = "baseq3"
b = "base_wall.shader"
}
this new shader
- Code: Select all
base_wall/wall3.wl =
{
a = "baseq3"
b = "base_wall.shader"
}
In the folder "textures" in baseq3 you need to put wall3 like diffuse texture and wall3_norm like the normal texture. in quark you can select the shader in "base_wall" (quark display the normal map like the image of the shader (qer_editorimage textures/wall3_norm)

hi, I am nahuel, I love quake and qc.
-

Nahuel - Posts: 492
- Joined: Wed Jan 12, 2011 8:42 pm
- Location: mar del plata
Re: fake bumpmapping to q3bsp
looks nice, consdiering rtworld lights kill my fps.
-

ceriux - Posts: 2223
- Joined: Sat Sep 06, 2008 3:30 pm
- Location: Indiana, USA
8 posts
• Page 1 of 1
Who is online
Users browsing this forum: No registered users and 1 guest