|
How to
do basic bump mapping with PhotoShop
http://developer.nvidia.com/object/nv_texture_tools.html
You will
need the plug-in above. Place in c/
/PhotoShop/plug-ins/filters.
1.You
will need a black and white 512 x 512-jpg image as the base for
the height map. If you have a base image go to 2.
If you
wish to make a height map of an existing texture, open the texture
in PhotoShop. Go to the tab "filter>sketch>photocopy".
This will give you a black and white image; you can adjust settings
to flatten texture. If there are still a few gray areas on your
texture it can be flattened further by using "Image>adjust>brightness/contrast"
Black
areas will be recessed and white areas raised.
2.Open
this image in PhotoShop.
3.Go
to the "window" tab and select "show channels".
In the
channel window, left click as show to open menu and select new channel.
A pop-up will open with the new channel details. Name-alpha 1,color
indicates-masked area, opacity-50%, click ok.

Click
on the tab within the circle and select "new channel"
4.In
the channel window select alpha, red, green and blue channels (shift
+ left mouse). Channel tabs will turn blue when selected.
5.Go
to the "filter" tab and select "nvtools/normalmapfilter"
Height
generation: - 3x3 or 5x5(sharper image) are best and scale sets
height. You may need to experiment with these settings to get the
result you want.
Height
source: - average RGB.
Alpha
field: - height.
Click
"ok"
6.Save
as tga at 32bit.
7.The
image you used as a base (black and white), add the word front to
it and save as a tga at 24bit 256 x 256. This will be your editor
image, by putting the word on it, it is easier to see its orientation
in the map editor.
You should
now have three texture, your editorimage (256 x 256tga), your heightmap
(512 x 512tga) and the texture that will appear in game.
Shader
///thank
to omnix///
textures/your_map/your_texture
{
qer_editorimage
textures/ your_map/your_editorimage_texture.tga
q3map_lightmapsamplesize
1x1
q3map_normalimage
textures/ your_map/your_heightmap_texture.tga
{
map $lightmap
}
{
map textures/
your_map/your_texture.tga
blendFunc
GL_DST_COLOR GL_ZERO
}
}
This
shader can be used on any brush or patch and has the nice side affect
of allowing you to cast detailed shadow on to it with out using
a function_group.
Take
care to insure that the texture is correctly aligned on the brush
or your light map may be reversed.
Compile
with q3map2.3.32 and q3map2build.
In the
world_spawn add _lightmapscale "2"
BSP />
-meta
VIS />
normal
Light
/> -fast v super 2 (+ patchshadow, if needed)
To check
your work you can use the console command "/r_lightmap 1".
This will remove the textures so only the lightmap is visible.
Any problems please post in the forum
Tutorial
by Detoeni
|