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

Posted: Thu Jun 14, 2012 4:09 pm UTC
by StalKermit
kharnov wrote:

We haven't moved on to DarkRadiant yet.

And may it stay that way for many years to come.


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

Posted: Thu Jun 14, 2012 5:59 pm UTC
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.


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

Posted: Tue Jun 19, 2012 12:02 am UTC
by Dandoombuggy

Yeeee this is what its all about! >.<


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

Posted: Wed Jun 27, 2012 5:35 pm UTC
by TANK

looking so good:)


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

Posted: Wed Jul 18, 2012 12:27 pm UTC
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 :/


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

Posted: Wed Mar 20, 2013 8:06 pm UTC
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