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fake bumpmapping to q3bsp

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fake bumpmapping to q3bsp

Postby Nahuel » Fri Jan 27, 2012 7:35 pm

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!!
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EDIT
I get it, it´s no so great, but is a nice alternative to get very high framerate without rtlight world activated
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Last edited by Nahuel on Sat Jan 28, 2012 2:24 pm, edited 1 time in total.
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Re: fake bumpmapping to q3bsp

Postby leileilol » Fri Jan 27, 2012 11:43 pm

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.
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Re: fake bumpmapping to q3bsp

Postby Chip » Sat Jan 28, 2012 8:35 am

Are you sure you don't want deluxemapping? That is fake bumpmapping, as far as I know.
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Re: fake bumpmapping to q3bsp

Postby Nahuel » Sat Jan 28, 2012 12:15 pm

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???
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Re: fake bumpmapping to q3bsp

Postby Nahuel » Sat Jan 28, 2012 12:18 pm

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
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Re: fake bumpmapping to q3bsp

Postby Chip » Sat Jan 28, 2012 4:14 pm

How did you do it? As seen in the edit.
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Re: fake bumpmapping to q3bsp

Postby Nahuel » Sat Jan 28, 2012 5:07 pm

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)
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Re: fake bumpmapping to q3bsp

Postby ceriux » Tue Jan 31, 2012 5:38 pm

looks nice, consdiering rtworld lights kill my fps.
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