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Bump mapping terrain? [Solved]

Posted: Sat Jun 26, 2010 12:15 pm
by swado95
Is it possible to bumpmap terrain in swbbf2. Like if i was trying to get the sand ripples to pop out how would i do that?

Re: Bumpmaping terrain?

Posted: Sat Jun 26, 2010 12:30 pm
by Aman/Pinguin
Sure, I used it once for my whole sand:
Hidden/Spoiler:
Image
Just make a bumpmap as always and apply it as a terrain detail texture here:
Hidden/Spoiler:
Image

Re: Bumpmaping terrain?

Posted: Sat Jun 26, 2010 1:28 pm
by Maveritchell
Aman/Pinguin wrote:Sure, I used it once for my whole sand:
Hidden/Spoiler:
Image
A nitpick: that's not a bump map, it's a detail map. You can't apply a bump map to terrain.

Re: Bumpmaping terrain?

Posted: Sat Jun 26, 2010 1:45 pm
by Aman/Pinguin
Still, it works like a bumpmap and basically is one.

Re: Bumpmaping terrain?

Posted: Sat Jun 26, 2010 2:15 pm
by Maveritchell
Aman/Pinguin wrote:Still, it works like a bumpmap and basically is one.
No, it doesn't and it isn't - a bump map creates a raised look to a model and interacts with light. It is representative of the base texture in a 1:1 ratio. A detail map has none of those properties - it's a texture "overlay" that is repeated more often than the base texture, depending on settings (by default the ratio is 16:1::detail:base).

Re: Bumpmaping terrain?

Posted: Sat Jun 26, 2010 2:55 pm
by swado95
If any of u have played far cry 2 I want the sand to look sortof like that (yes i know far cry is a bad example). It looks raised. Image (not from far cry 2)

Re: Bumpmaping terrain?

Posted: Sat Jun 26, 2010 3:14 pm
by DarthD.U.C.K.
@mav: how do you apply a bumpmap then?
with a "-terrainbump" in the textures tga.option?

@swado: you wont achieve such an effect with a bumpmap, farcry 2 etc. use normalmaps or parallax maps (better normalmaps)

Re: Bumpmaping terrain?

Posted: Sat Jun 26, 2010 3:26 pm
by Maveritchell
DarthD.U.C.K. wrote:@mav: how do you apply a bumpmap then?
with a "-terrainbump" in the textures tga.option?
Like I said above, I don't think you can apply a bumpmap to terrain. I've seen the munge parameter "-terrainbump," but I assume that it's an unused or unimplemented part of terrain (like terrain decals). I've never seen an example of terrain in a Battlefront game that has a bump map proper.

Re: Bumpmaping terrain?

Posted: Sat Jun 26, 2010 4:48 pm
by Fiodis
I thought stock Naboo had bumpmapped terrain? At any rate there's a tga.option for its terrain with bump parameters and it does make the terrain look raised or lowered when light shines on it.

Re: Bumpmaping terrain?

Posted: Sat Jun 26, 2010 6:32 pm
by myers73
Naboo terrain is bumpmapped

Re: Bumpmaping terrain?

Posted: Sat Jun 26, 2010 7:35 pm
by Jendo7
This pic is from the original Battlefront website, so Pandemic may have done something similar in the earlier game development before they changed it for the final release.

Image

Re: Bumpmaping terrain?

Posted: Sat Jun 26, 2010 9:41 pm
by Maveritchell
Fiodis wrote:I thought stock Naboo had bumpmapped terrain? At any rate there's a tga.option for its terrain with bump parameters and it does make the terrain look raised or lowered when light shines on it.
myers73 wrote:Naboo terrain is bumpmapped
I see the bump texture, but the terrain file itself has no reference to the texture. If there's any application of a bump map it's through the parameter (TerrainBumpTexture) in the .sky file. I don't know if it has any effect since I've never noticed a difference. It may just be a distance view modifier, I don't know.

In any case, that doesn't detract from the point I was trying to make, which is that a detail texture and a bump texture are two entirely different things.

Re: Bumpmaping terrain?

Posted: Tue Apr 23, 2013 9:48 pm
by Marth8880
Would just like to point out and add that bumpmapped terrain is completely possible - I do it all the time. This is probably all in some other thread somewhere, but whatevs, the more the merrier (or something like that).

In the sky file lol:

Code: Select all

PC()
	{
		TerrainBumpTexture("VRM_main_1_bump", 1.0); // <<== this part yo

		DomeModel()
		{	
			Geometry("vrc_sky_dome");
		}
		DomeModel()
		{	
			Geometry("vrc_sky_clouds");
			Offset(160.0);
			MovementScale(0.992);
			rotationspeed(0.001, 0,1.0,0);					
		}
	}