#71
27 июля 2008 в 00:27
by the use of set r_detailed_bump the tiny little scratches on textures disappeared but that was not what i was looking for...<br />i want the look of Just_Jims Texturepack in the new 1.01 release (wet, glossy) PLUS the 3d-bumps from 1.01 release!<br /><br />the textures from base2 are flat! with detailed_bump 1 or 0... doesn't matter<br />so, its your turn Just_Jim, @tex??? ;)<br /><br /><br />set r_detailed_bump 1<br /><br /><br />set r_detailed_bump 0<br /><br /><br />why aren't there textures like the one from base1... (set r_detailed_bump 1) here:<br /><br /><br />for better understanding what i want :D ...<br /><br /><br /><br /><br />greetings,<br /><br />a q2fan<br /><br />
#72
27 июля 2008 в 12:45
One texture can not have parallax with detailedBump!<br />Alpha cannel in color texture (diffuse) is a heightMap (parallax) or per-pixel map for detailedBump intensity...<br />Artist (ATex or Just_Jim) decides what effect to apply for texture.
#73
29 июля 2008 в 21:35
Berserker! Absolutely Amazing Engine! I have 3 versions of your game on my computer, because each world has a different feel. I integrated hi-res textures from Berserker_v1_HR_TM.7z into Setup.exe without destorying your new effects.<br /><br />parallax wall and detailedBump create<br /><br />Marvelous, marvelous job Берсеркер
#74
13 августа 2008 в 03:56
I am creatimg mormal maps for all the textures I have and putting dulpicate textures in \overrides. I am playing some amazing looking Quake2.<br /><br />screenshots<br />http://www-personal.umich.edu/~jimw/q2/images/fact1/
#75
13 августа 2008 в 06:36
Nice.<br />Jim, do you created heightMaps? ;)
#76
13 августа 2008 в 13:46
Just_Jim<br />good work!really,if you create normalmaps from heightmaps, put them in diffuse alfa and enjoy the parallax! ;)
#77
13 августа 2008 в 15:31
Is this true?<br />Put alpha channel from textureName_bump.tga into textureName.tga<br />Delete textureName_bump.tga<br />Do I need textureName.fx with the word "parallax" in it<br /><br />override.pk2 and texture.pk2 are very large and decrease the frame rate for some maps.<br />Some textures look better with parallex and some look better with _bump
#78
13 августа 2008 в 17:12
[quote author=Just_Jim link=topic=357.msg9467#msg9467 date=1218641502]<br />Is this true?<br />Put alpha channel from textureName_bump.tga into textureName.tga<br />[/quote]<br />no.its must be a mirricle. :)<br />put your grayscale heightmap into diffuse alfa channel,then in mapname.fx you add token `parallax`.and DON`T delete any files for it.if you use parallax - bummap still works, but don`t work detailbummap.
#79
13 августа 2008 в 20:07
Пример применения микробампа:<br /><br />Как вам кожа? ;)