What is deluxemapping ?

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What is deluxemapping ?

Postby dominic » Mon Apr 03, 2006 2:49 pm

Hello, I saw this article http://savage747.sa.funpic.de/wiki/pmwiki.php?n=Main.Patch on the Nexuiz wiki and I noticed the first item on the todo list is "Deluxemapping". I was not abble to find much information about this, but it seems to be a new way to "precach" bumpmapping. It seems to be much more performance wise than real time lighting and I would like to know more about it. If you know a good link about deluxemapping, could you please let me know ?

Thanks
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Postby esteel » Mon Apr 03, 2006 3:04 pm

You might have noticed that in Nexuiz you only see bumpmapping when there are realtime lights around. You need that light to calculate how the bumps create shadows and stuff. Deluxemapping uses information from the lightmap instead. But the maps need to be recompiled for this.
a shot of nexdmextra2 with deluxe mapping (oh and this was with every effect turnup so the fps look bad. With deluxemapping you can turn of the RT lights and the map will still look great that an other benefit of it.. But i also do not have a good link..
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Postby dominic » Mon Apr 03, 2006 9:46 pm

WOW :o This screen shot is gorgeous ! Is deluxemapping done trough a shader, like many 3D effects today and which would give any 3D engine/library which support shaders able to do deluxemapping ?
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Postby KillerKitty » Tue Apr 04, 2006 1:12 am

Wow. That looks great. It's definitely worth recompiling all the maps to have deluxe mapping on them. Combine deluxe mapping with proper normal mapping on the guns and player models, and Nexuiz could greatly improve in the graphics department.
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Postby esteel » Tue Apr 04, 2006 8:10 am

No i do not think deluxemapping is done in a shader.. after all its just bump- and/or glossmapping that do use the deluxemap instead of the realtime light information (i'm repeating myself, sorry) and as far as i know they are not done in the shader. But i'm no pro when it comes to such things :)

Hmm the electro and hagar already have normal maps.. Do you want to provide more?
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Postby KillerKitty » Tue Apr 04, 2006 8:36 am

I'd be willing to provide normal-maps for the other weapons and maybe some of the textures if I knew how to do them. I have experience in graphics design, I just don't know how to make a normalmap/what the format is.

Got any tutorials/instructions/directions/etc?

EDIT: I googled normal-mapping and found some stuff about it. I just need some information about how to get it working in Nexuiz, and information on how bump maps and specularity maps work in Nexuiz (what does lighter/darker mean, etc.)
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Postby esteel » Tue Apr 04, 2006 9:16 am

If you have a file like textures/electroskin.tga the *maps need to be named: textures/electroskin_bumb.tga, textures/electroskin_gloss.tga, textures/electroskin_glow.tga, textures/electroskin_norm.tga, textures/electroskin_spec.tga and for the colors: textures/electroskin_pants.tga, textures/electroskin_shirt.tga
I think they are all grayscale but i have no idea about how it works :)
Maybe a look at the files inside the date*.pk3 file does help you..
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Postby SavageX » Tue Apr 04, 2006 9:33 am

Deluxemapping is done in the pixel shaders and therefore requires a GLSL compatible gfx card (Radeon 9500 and up, GeForce FX and up).
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Postby esteel » Tue Apr 04, 2006 10:00 am

Oh, good to know :)
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Postby dominic » Tue Apr 04, 2006 2:28 pm

SavageX wrote:Deluxemapping is done in the pixel shaders and therefore require a GLSL compatible gfx card (Radeon 9500 and up, GeForce FX and up).

Thanks a lot, I find that good to know. So It is possible to do Deluxemapping in virtually any 3D engine/library that supports shadders. :D I'm really starting to like this shadder concept a lot !
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