Working on bumpmapping

Posted by Scott_AW on Nov. 24, 2007, 8:25 p.m.

Started working with bump mapping effects on U3d recently, so far the results are nice.

There are limitations though, I can't very well bumpmap the entire level without some serious lag, so I need to develope a system that either toggles the effect or replaces those models with bumpmap free ones.

Now I can have textures in the editor assigned to material types now, a brick wall would have a bumpy map while a wood wall would have grainy one.

Progress is slow mostly for lack of time for the project, but at least things are moving forward as far as the graphical engine is concerned.

I found of some limitations that I didn't notice mentioned in the help, mostly how only a model can have bump mapping while converting a model to a primitive doesn't seem to work. Possibly because primitives don't have materials like models do and thus is lost in translation.

Other experiments with bump mapping led me to create a grassy tile segement that didn't look too bad, however due to how the bump maps affect the models, tiling the grass tiles next to eachother showed some rather uneven lighting. Perhpas I didn't have the lights assigned properly, I just threw in a instance_nearest to catch what light is near by, but this will only catch one light object id. It needs work.

Comments

sk8m8trix 16 years, 12 months ago

Heh, looking real nice.

Cesar 16 years, 12 months ago

it's a pretty short blog, so I suggest adding more content :P

poultry 16 years, 12 months ago

Its alright, IMO it needs work.. >_<

Scott_AW 16 years, 12 months ago

The bump map is a cloud render with noise and then the curve was tweaked to create extremes. It took me a few trys to get it to work, the added content mentions it. I'm at work too, so I don't have too much time to type.

foslock 16 years, 12 months ago

Wow, looks pretty professional :)

Although good luck making this fully functional in GM.

Scott_AW 16 years, 12 months ago

Its easier to do with a wrapper, as the Ultimate3d handles the 3d stuff while GM only needs to handle game engine thingies. I made the switch from straight GM when I found it's limits for 3d too limiting. The special effects are just bonus.

ESA 16 years, 12 months ago

It looks great so far! Good luck with it

E-Magination 16 years, 12 months ago

Too. Damm. Dark.