bump map like textures, and detailed lightmap in q3


(vudugeci) #1

i read somewhere that the new ydnar q3map can make bump map effect in q3, but i dont know what should i do for that? i mean i dont know the criterias of the bump map procces (i think i need a second bump map texture “above” the normal texture)!
and my second problem:
how can i make detailed lightmaps in q3 engine! i mean if i make an grid like a fence, or something like this, and i want to make the shadow of the grid/fence to super detailed, that what should i do in radiant, or anywhere…
and please write to me with basic english…(ok with middle basic :wink:)

<font size=-1>[ This Message was edited by: vudugeci on 2002-11-27 12:26 ]</font>


(pazur) #2

You need an additional line in your shader with the bump map: q3map_normalimage <image>. In the old q3map2 thread on quake3world a lot of ppl posted examples of shaders with bump mapping. An you have to go down with _lightmapscale on the brush that has the bump map. Make that brush a func_group and add key/value of _lightmapscale/.1
For detailed shadows casted by grates make the brush that recieves the shadow also a func_group with a small _lightmapscale.


(vudugeci) #3

so if i want a bump map i make that line in the shader
and that normalimage can be any kind of jpg, or tga? the color depth and any this stuff doesnt mean?
and about the lightmap, if i write this in entity box
_lightmapscale
0.5 thats makes me a more detail lightmap, like if i make it with 0.6
so what the better, if i write 0.5 in the value, or 0.6?
and thanks the help :smile:


(pazur) #4

in the q3map2 alpha manual u can find a short explanation of the _lightmapscale

http://www.shaderlab.com/q3map2/manual/drafts/ent_keys.htm

u can look up other keys and shader keywords usually in the beta manual

http://www.shaderlab.com/q3map2/manual/


(vudugeci) #5

thanks, man! those links r sweety :smile: