Bumpmap Help

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elfie
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Bumpmap Help

Post by elfie »

Well, lately I've had some trouble with bumpmaps. I used meshtool 4 to give my model a bump map. I set up the .tga.option file, msh.option file that says vertexlighting, set up my bumpmap texture so it is 256x256 has a decomposed rgb and composed rgba as was posted in the topic, made my texture bright so it matched the uta1_bldg_lizardpenfloor, put it ingame on a prop and weapon model and... well the specular works great, but the bump texture appears very dark ingame despite bumping up the values and brightness of my texture(no pun intended :D ), (note: it does not appear black, only very dark) Anyway, I was curious if anyone encountered a similar problem and if so had a possible fix.

Before anyone asks, here is a screenshot of the bumpmap image from GIMP:
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But it appears nearly black ingame. Any help is greatly appreciated :D
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AceMastermind
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Re: Bumpmap Help

Post by AceMastermind »

vertexlighting has nothing to do with bump mapping, let's see your bump texture with the alpha channel hidden.
Have a look at any bump mapped object in the assets and follow the same setup.
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Re: Bumpmap Help

Post by DarthD.U.C.K. »

first of all, this bumpmap is pretty useless, it should contain height-informations (black-low and white-high) and nothing more. it will have nearly no effect using the normale texture as bumpmap (although most of the shipped bumpmaps do it that way which is extremely inefficient)

second: the bumpmap becomes both specular and bumpmap input which will make all dark parts of the bumpmap dark ingame

and third: the bumpmap will begood visible ingame only when the light comes from a good angle
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Re: Bumpmap Help

Post by Maveritchell »

If you want to see what your bumpmap is doing, and it alone, it'd be best to disable vertex lighting on your model (remove the munge parameter from the .option file).
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Re: Bumpmap Help

Post by DarthD.U.C.K. »

what does vertexlighting actually do?
i havent seen any difference between non- and vertex-lit objects and its not needed for glow..
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Re: Bumpmap Help

Post by Maveritchell »

DarthD.U.C.K. wrote:what does vertexlighting actually do?
i havent seen any difference between non- and vertex-lit objects and its not needed for glow..
It's a determinant for how world lighting affects objects (only non-static lighting affects vertex-lit objects). You can read a little more about it in the BF2_lighting doc.
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elfie
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Re: Bumpmap Help

Post by elfie »

Okay, thanks so much for the help, increasing the contrast seemed to make a huge difference. I still have one big question though. Is there a way to assign every texture a bumpamp through the meshtool? And if so, how would i order the index numbers, by using a comma like 0, 1, 2, 3 etc. or is there another way i'm supposed to do it?
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Re: Bumpmap Help

Post by DarthD.U.C.K. »

you can apply a bumpmap on every material (/=texture) the bumpmapname will be texturename_bump
this name is auto-generatd by meshtool but you should be ableto change it cia hexediting
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Re: Bumpmap Help

Post by Maveritchell »

elfie wrote:Okay, thanks so much for the help, increasing the contrast seemed to make a huge difference. I still have one big question though. Is there a way to assign every texture a bumpamp through the meshtool? And if so, how would i order the index numbers, by using a comma like 0, 1, 2, 3 etc. or is there another way i'm supposed to do it?
As far as I know, you can only add flags to one material at a time, not the whole set of them at once.
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elfie
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Re: Bumpmap Help

Post by elfie »

DarthD.U.C.K. wrote:you can apply a bumpmap on every material (/=texture) the bumpmapname will be texturename_bump
this name is auto-generatd by meshtool but you should be ableto change it cia hexediting
Sorry Duck, forgive me if I am being a total idiot, but I don't really understand what you mean by /=texutre. I put / in after I did command bumpmap in the tool, but then the program went all spazy. I also tried seperating each texture with a / but that also made the program spaz out. Could you please tell me what the command is for applying it to each texture? Like I said, I'm sorry if I am just not understanding what you are saying.
Also Mav- when I try and enter another material index number in the tool to a mesh file that already has a bumpap on a texture, the program spits out an unchanged file.
Btw, thanks for replying guys.
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Re: Bumpmap Help

Post by DarthD.U.C.K. »

sorry, i didnt understand your question correctly at first
you cant bumpmap all materials at once
you have run meshtool once for every material
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elfie
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Re: Bumpmap Help

Post by elfie »

DarthD.U.C.K. wrote:sorry, i didnt understand your question correctly at first
you cant bumpmap all materials at once
you have run meshtool once for every material
Oh okay I think I've got it now. :yes: What confused me was the size of the file moved up one KB when I added the first bumpmap texture, but then stayed the same when I added more textures onto it. However, when I opened the file up in a hexeditor, I still got wall_bump.tga and railing_bump.tga etc. You said I would need to rename the files, but it seems they already were the correct name when I checked.
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