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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


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???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.
i use deluxemapping, works very good, but currently, i am experimeting with shaders, I was just trying to merge this shader with deluxemapping...Chip wrote:Are you sure you don't want deluxemapping? That is fake bumpmapping, as far as I know.
I use quark and quake 3 arena, first you need write this shader in baseq3/scripts/base_wall.shaderChip wrote:How did you do it? As seen in the edit.
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
}
} Code: Select all
base_wall/shinygrate1_4.wl =
{
a = "baseq3"
b = "base_wall.shader"
}
Code: Select all
base_wall/wall3.wl =
{
a = "baseq3"
b = "base_wall.shader"
}