srsly guys. guys, srsly.

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srsly guys. guys, srsly.

Postby rufsketch1 » Thu Sep 18, 2008 1:25 am

does darkplaces support a combination of both bumpmaps and normal maps yet? I'm playing around with editing textures, and i can't seem to get the ligthing quality that normal maps offer, combined with the compatibility with offset mapping that bumpmaps offer.


am i doing it wrong? was this post a giant fail? or does darkplaces still not allow us to use both?
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Postby KadaverJack » Thu Sep 18, 2008 2:51 am

According to Docs/darkplaces.txt the bumpmap is the normal map's alpha channel...

darkplaces.txt l.212f wrote:progs/player.mdl_0_norm.tga - normalmap (can have alpha channel with bumpmap height for offsetmapping/reliefmapping)
progs/player.mdl_0_bump.tga - bumpmap (not loaded if normalmap is present)
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Postby rufsketch1 » Thu Sep 18, 2008 7:18 pm

i see. but nevermind that. it seems that isn't the problem. i'm not getting the normal map shader to show because i think i need to compile the map with something called the -deluxe flag. however, it is not my map, and all i have is the mapcfg and the bsp file.

i assume it means compile it from gtkradiant. is there anyway to open it? or does anyone have the .map file for the level "ikzdm1" aka, the doom that came to dunwhich by fingers.

its part of the nexuiz 35 map pack. I really like the map, and i want to improve the textures to take advantage of nexuiz's offset mapping. however, they don't seem to change the way they are shaded in response to the lightmap. only in response to dynamic lights such as one's from rocket launchers.

I have made some very cool improvements to all of the textures, but i don't want to release them until i get this thing down.
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Postby torus » Thu Sep 18, 2008 8:07 pm

I LOVE Ikzdm1. Anyway, you can do a couple things:

- Generate normalmaps from the textures with Crazybump or equivalent utility.

- Decompile the map with q3map2 into the map source. This will lose the texture coordinates though, so you would have to re-texture it.

If you do decide to decompile, PLEASE remove those stupid jumppad/ladders, and scale the map up! Awesome map though.
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Postby rufsketch1 » Thu Sep 18, 2008 8:24 pm

losing the texture coordinates seems like it would kill me O_O.

I'm generating the bumpmaps by hand, and then creating normal maps from those using gimp. most of the bumpmaps and normal maps have been created already. i just need them to respond to the lightmaps. which as i gather, requires that i recompile the level using the -deluxe flag.


i've emailed the maps original author, and hopefully he can give me the original .map file.
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Postby rufsketch1 » Fri Sep 19, 2008 1:00 am

yeah, decompiling the map loses all texture values. i don't even have any clue how to reassign them, it gives me a bunch of errors about not being able to read them. however the titles of all the textures being used show up in gtk radiant. its just that the preview for the texture is a blue checker box for everything.

and recompiling gives me some error about missing an srt file.

also, and this isn't relevant to the original intent of the thread. does anyone else find it weird that my robot character explodes into large meaty chunks?
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Postby torus » Fri Sep 19, 2008 1:11 am

Yea, emailing the author was a good idea. I've had success with that once or twice. Good luck- I really want to have a nice playable IKZDM1 in Nexuiz :D
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Postby divVerent » Fri Sep 19, 2008 5:49 am

torus wrote:I LOVE Ikzdm1. Anyway, you can do a couple things:

- Generate normalmaps from the textures with Crazybump or equivalent utility.

- Decompile the map with q3map2 into the map source. This will lose the texture coordinates though, so you would have to re-texture it.

If you do decide to decompile, PLEASE remove those stupid jumppad/ladders, and scale the map up! Awesome map though.


This info is OUTDATED. Use NetRadiant's q3map2 for decompiling - that one retains texture coordinates. To edit the map after decompiling, you need to switch Radiant to "Alternate Texture Projection" in the preferences then.
1. Open Notepad
2. Paste: ÿþMSMSMS
3. Save
4. Open the file in Notepad again

You can vary the number of "MS", so you can clearly see it's MS which is causing it.
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Postby rufsketch1 » Fri Sep 19, 2008 11:44 pm

where might i download this?
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Postby rufsketch1 » Sat Sep 20, 2008 1:09 am

ok so i downloaded the linux version of netradiant, as the windows link seems to be down.

using q3map2 results in a series of strange errors all looking something like this.
Code: Select all
no matching triangle for brushside using textures/ikzdm1/ik_brick_trimh64a (hopefully nobody can see this side anyway)


with different texture names.

it ends with the following

Code: Select all
WARNING: Couldn't find image for shader textures/common/trigger
       49 seconds elapsed



then attempting to open the resulting netfile in netradiant results in the following output by netradiant.

Code: Select all
Loading map from /home/rufsketch1/nexuiz/maps/ikzdm1_converted.map
Open file /home/rufsketch1/nexuiz/maps/ikzdm1_converted.map for read...success
9:10: parse error at 'brushDef': expected '#quake3-primitive'
brush 0: parse error
entity 0: parse error
map load timer:  0.00 second(s) elapsed
--- LoadMapFile ---
/home/rufsketch1/nexuiz/maps/ikzdm1_converted.map
0     primitive
0     entities



perhaps i am not putting in the correct arguments for q3map2?
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