bump mapping

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does anyone know how to use bump maps in Mount&blade

i have made 2 bump maps to try in the game but there not working, just the standed textures are working

can someone sort od give me a run down on how they work


 
I've also been testing bumpmapping stuff, but it doesn't work yet...

Try opening materials.brf in the CommonRes folder and see how it's done there. Like what shaders are used in combination with bumpmaps.
 
I tryed that and I see how to do it but the BRF editer isn;t rendering out the bump map only the nermal texture :(


Edit 1: wasn't there a guy that just posted here a few days ago that saaid he bump mapped and spec mapped at the same time ?

how did he do that
 
It works with certain shaders, such as dot3 alpha I think... I'm not sure what's the full list, I did try once though it turned out bad because my bumpmap texture was not well made to begin with. But it does work.

edit: I'm gonna try 'em out again and see if I can get it to come out nice.
 
Jlgx50 said:
ok then

How do I apply it to the materials in the BRF ?

Once you have the bump map just save it as a DDS file of its own, then in BRFedit make sure you add the texture in the tex tab, same as adding normal textures. In the mat tab, choose the material which is suppose to use the normal map then simply enter the name of the bump texture in the "bump" field. Remember to use a shader that can use bump maps.
 
amade said:
Jlgx50 said:
ok then

How do I apply it to the materials in the BRF ?

Once you have the bump map just save it as a DDS file of its own, then in BRFedit make sure you add the texture in the tex tab, same as adding normal textures. In the mat tab, choose the material which is suppose to use the normal map then simply enter the name of the bump texture in the "bump" field. Remember to use a shader that can use bump maps.

do I edit the shade in the bump map material or the normal map material ?
 
Jlgx50 said:
amade said:
Jlgx50 said:
ok then

How do I apply it to the materials in the BRF ?

Once you have the bump map just save it as a DDS file of its own, then in BRFedit make sure you add the texture in the tex tab, same as adding normal textures. In the mat tab, choose the material which is suppose to use the normal map then simply enter the name of the bump texture in the "bump" field. Remember to use a shader that can use bump maps.

do I edit the shade in the bump map material or the normal map material ?

No no, I think you misunderstood me.

settings.jpg

For example, I have a material called sallet_new using the texture sallet_sallete.dds. In the tex tab I added in sallet_sallete_bump.dds, then go back to the material sallet_new and add in sallet_sallete_bump into the bump field as shown in the screencap. For the shader I used dot3_alpha.

Hope that helps.

P.S. Be careful when using terms for the texture maps.
[quote author=Jlgx50]
do I edit the shade in the bump map material or the normal map material ?
[/quote]
Remember that normal maps are something like bump maps, though I think in this context you meant regular texture maps.
 
AFAIK, current bump-supporting shaders do not work for anything apart from scene props. At least, do not work like they should. You can make an armor\weapon\shield\whatever with bumpmapping, but it'll work only indoors.

Hope I'm wrong.
 
fedeita said:
i suggest to wait for the expansion, actually i think bumpmap doesn't work how it should...

Yeah, I hope they'll overhaul the shaders(the screenshots look quite promising) and maybe even some more lighting stuff. And I really think they should fix shadows on scene props.

ConstantA said:
AFAIK, current bump-supporting shaders do not work for anything apart from scene props. At least, do not work like they should. You can make an armor\weapon\shield\whatever with bumpmapping, but it'll work only indoors.

Hope I'm wrong.

Hmm, why should it only work indoors with bump_static, for example? I guess this only happens if you use bump_interior or something like that.
 
Soil said:
Hmm, why should it only work indoors with bump_static, for example? I guess this only happens if you use bump_interior or something like that.
You should read " but it'll work only indoors" as " but it'll work only indoors or not work at all"
 
Soil said:
fedeita said:
i suggest to wait for the expansion, actually i think bumpmap doesn't work how it should...

Yeah, I hope they'll overhaul the shaders(the screenshots look quite promising) and maybe even some more lighting stuff. And I really think they should fix shadows on scene props.

last screens look promising i like how the normal maps work now, and with bigger textures sheet they will look also better (actually some of them are still here from the first versione of M&B)
958942_20090319_790screen003.jpg

958942_20090327_790screen001.jpg

i can't post screens but i've tried to import textures and models from assassin's creed, well it was a waste of time they won't work: shadows are really strong and constrasted and without proper lighting they look fake

ConstantA said:
AFAIK, current bump-supporting shaders do not work for anything apart from scene props. At least, do not work like they should. You can make an armor\weapon\shield\whatever with bumpmapping, but it'll work only indoors.

Hope I'm wrong.

Hmm, why should it only work indoors with bump_static, for example? I guess this only happens if you use bump_interior or something like that.

with bump_static it work only outdoor, that's why there's also bump_interior


 
Ah, thanks for clearing that up.


A model+same textures in M&B's engine in comparison with the same in another engine might be quite interesting, yes.
 
Fedeita, does bump_static work with equipable items? AFAIK bump_static is used for static objects, hence the name and the shading effect is applied to the texture on scene load. Am I correct?
 
I noticed while fooling around with bumpmapping is that how your DDS files are saved seem to affect it too... Or maybe BRFedit is simply not rendering it right each time I load the bump texture. I tried loading them up in game and got mixed results, on several occasions it just didn't work (including indoors) where the model is muted and unaffected by lighting at all. On some occasions it actually works, but only in extremes so I get stark shifting shadows along where my bump maps show deep pits or high ridges. And when it does "seem" to work properly it's very, very subtle that I wasn't really sure it had worked and therefore not really worth the trouble (the pits and ridges do show up but they don't seem to be affected by shifting light sources very much or at all).

Adding a bump map texture to your material but not using dot3 or similar bump capable shaders I noticed that they still affect the diffuse texture although not necessarily as a bump map. Using specular_shader_skin along with a bump tex that went through a normalizer filter I was able to produce an effect similar to those movies where you need to use 3D glasses to view them properly, except that it's very faint and overlaid on top of the regular texture so the pits and ridges of the bump map did show up and disappear as the lighting was moved around it.

At the red arrows the "scratches" I made would deepen and disappear as I move the lighting around
bronze_bumped.jpg

As a bonus I also got a nice bronze sheen (note the colour variation on the wing for the leftmost helmet), although that would probably not look good on other textures that aren't supposed to appear bronze. It worked pretty well in-game as well.

P.S. I think I may have inverted my bump map for this experiment :-P
bronze_nobump.jpg


edit: In hindsight I should've shown the bump effects using a plain grey texture :-P My bad. Here they are:
bronze_bumpgrey.jpg

Left one is using dot3 shader which almost seems to only overlay the bump texture onto the model but the bump effect appears to be real, when you move the lighting around the effect is very, very subtle and almost unnoticable (edit: it works fine, it's just that since I tested it with such a small texture it was too small to notice). The right one is using specular_skin_shader, which seems to work more like a specularmap rather than actual bumpmap, though this pseudo bump effect looks pretty neat plus it has the advantage of being able to display speculars as well which dot3 doesn't do. The colouration is the result of using a normalmap as a bump map rather than an actual grey bumpmap. However, both are using the same "normalized" bump texture indicated in the material's bump field.
(sorry for the multiple edits!)
 
ConstantA said:
Fedeita, does bump_static work with equipable items? AFAIK bump_static is used for static objects, hence the name and the shading effect is applied to the texture on scene load. Am I correct?
I'm using dot3_alpha and it works good look:
mb8-4.jpg

mb100.jpg

mb121.jpg

mb119.jpg
that sail shader I spent 1-2 ours working on it
 
beautiful, really nice work Atolest. Normal mapping does wonders for cloth type materials but until I can get specular+bump I am going to stay away from it.
 
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