Bumpmapping on Interiors
by Alexander Gabele · in Torque Game Engine · 07/20/2003 (10:29 pm) · 5 replies
First, sorry for my average school english ;)
Well, we seek a method to implementate bumpmapping on interiors. This would be very practibable, for example for Stone Walls etc.
An Bumpmapping Implementation on Static Shapes is not the big problem, but what should we do, when Worldcraft or Radiant has no Bumpmapping Feature?
We could make DTS Files as Buildings, but the lightning and so one is not the best.
Has anyone try to do that? can you give us a hint, where we should start?
Well, we seek a method to implementate bumpmapping on interiors. This would be very practibable, for example for Stone Walls etc.
An Bumpmapping Implementation on Static Shapes is not the big problem, but what should we do, when Worldcraft or Radiant has no Bumpmapping Feature?
We could make DTS Files as Buildings, but the lightning and so one is not the best.
Has anyone try to do that? can you give us a hint, where we should start?
About the author
#2
07/26/2003 (10:34 am)
Thx for the answer , i'll try this.
#3
07/26/2003 (10:44 am)
Mark, are you saying that interiors can be bump mapped and this is supported already?
#4
07/26/2003 (1:11 pm)
No, he was saying how a good way of implementing it would be without needing a special tool. What I was doing was using the material properties script command like the one that's used for env maps and detail maps.
#5
07/26/2003 (1:14 pm)
Ok thanks exodus. that makes perfect sense.
Torque Owner Mz
Just pick a naming convention, like
If you want static lights with bumpmaps, you re-write the lighting calculations in map2dif.
If you want dynamic lights, you code it into the engine.