Re: [article] Specular Bumpmapping with the Source Engine
Posted by The Mighty Atom on Mon Dec 13th at 5:41pm 2004
DJEEZZ!!
I still can't get it appear in Hammer!!! WTF!!
Are you sure you didn't missed anything, and are you sure you did every handling in the right order?

The Mighty Atom
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Re: [article] Specular Bumpmapping with the Source Engine
Posted by Nanodeath on Thu Dec 16th at 4:07am 2004
Has anyone been able to find the necessary DLLs for use with Paint Shop Pro? I looked where it said to and I couldn't find anything...
edit: nevermind, I'll just use GIMP...
more edit: grr, don't know how to compile things on windows machines! or linux for that matter, but that's beside the point.
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Re: [article] Specular Bumpmapping with the Source Engine
Posted by LiveWire on Mon Feb 21st at 6:52pm 2005
Should the normal mapped texture appear in hammer as well ?
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Re: [article] Specular Bumpmapping with the Source Engine
Posted by spect3r on Tue Apr 12th at 7:44pm 2005
I don't know if the normal mapped texture should appear in hammer.. Ill check for you. EDIT: It does not matter whether or not it appears in hammer... works both ways..
The Gimp Normal Map filter is also a great one.. I would choose that over the nVidia one for Photoshop.. (<a href="http://nifelheim.dyndns.org/~cocidius/normalmap/)" target="_blank">http://nifelheim.dyndns.org/~cocidius/normalmap/)</a>
However, as KFS said, if you can make your own high-poly source mesh for your textures instead.... do it. It will provide a cleaner and more accurate image.
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Re: [article] Specular Bumpmapping with the Source Engine
Posted by Stadric on Mon Jul 9th at 2:29am 2007
I just used this to make my very first bumpmapped texture, and I'm going to use it for many more textures to come. Thanks a bunch.

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