Re: Normal Mapping Engine Feature (specular, height etc)
kharnov wrote:We haven't moved on to DarkRadiant yet.
And may it stay that way for many years to come.
Unvanquished is an open-source FPS game featuring team-based strategy and RTS elements, pitting humans against aliens in a futuristic setting.
https://forums.unvanquished.net/
kharnov wrote:We haven't moved on to DarkRadiant yet.
And may it stay that way for many years to come.
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.
Yeeee this is what its all about! >.<
looking so good:)
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 :/
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