Normal Mapping Engine Feature (specular, height etc)

Ask questions about mapping in general, and show off your in-progress work.
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StalKermit
Dragoon
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Joined: Wed Mar 07, 2012 6:05 am UTC

Re: Normal Mapping Engine Feature (specular, height etc)

Postby StalKermit » Thu Jun 14, 2012 4:09 pm UTC

kharnov wrote:We haven't moved on to DarkRadiant yet.


And may it stay that way for many years to come.
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EmperorJack
Mapper
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Location: Wellington, New Zealand
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Re: Normal Mapping Engine Feature (specular, height etc)

Postby EmperorJack » Thu Jun 14, 2012 5:59 pm UTC

Yeah I'm just using Net Radiant. The only difference is the new shader compatibility from the engine. Every texture is a shader with the diffusemap, specularmap and bumpmap keys, similar to use in Doom 3 and Quake 4 I believe.
EmperorJack
Dandoombuggy
Modeler
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Re: Normal Mapping Engine Feature (specular, height etc)

Postby Dandoombuggy » Tue Jun 19, 2012 12:02 am UTC

Yeeee this is what its all about! >.<
TANK
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Re: Normal Mapping Engine Feature (specular, height etc)

Postby TANK » Wed Jun 27, 2012 5:35 pm UTC

looking so good:)
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banksy
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Re: Normal Mapping Engine Feature (specular, height etc)

Postby banksy » Wed Jul 18, 2012 12:27 pm UTC

Been a while since I did normal mapping, but I'll see if I remember how to do it. I just gave trouble creating the alpha channels :/
own3r
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Re: Normal Mapping Engine Feature (specular, height etc)

Postby own3r » Wed Mar 20, 2013 8:06 pm UTC

EmperorJack wrote:Yeah I'm just using Net Radiant. The only difference is the new shader compatibility from the engine. Every texture is a shader with the diffusemap, specularmap and bumpmap keys, similar to use in Doom 3 and Quake 4 I believe.

So what would we need to do to move to DarkRadiant? Write a program to convert the shaders? I may be able to manage that

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