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
Posts: 260
Joined: Wed Mar 07, 2012 6:05 am UTC

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

Post by StalKermit »

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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Joined: Wed Mar 07, 2012 11:12 pm UTC
Location: Wellington, New Zealand
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Re: Normal Mapping Engine Feature (specular, height etc)

Post by EmperorJack »

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
Posts: 34
Joined: Sun Mar 25, 2012 11:51 am UTC

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

Post by Dandoombuggy »

Yeeee this is what its all about! >.<

TANK
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Joined: Wed Apr 04, 2012 12:47 pm UTC
Location: Saint Pizderburg

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

Post by TANK »

looking so good:)

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

Post by banksy »

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
Posts: 14
Joined: Wed Mar 20, 2013 12:27 am UTC

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

Post by own3r »

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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