[article] Specular Bumpmapping with the Source Engine

[article] Specular Bumpmapping with the Source Engine

Re: [article] Specular Bumpmapping with the Source Engine Posted by laktat on Thu Dec 9th 2004 at 9:23pm
laktat
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Posted 2004-12-09 9:23pm
laktat
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1 post 30 snarkmarks Registered: Nov 12th 2004 Location: Germany
This is a discussion topic for the article "Specular Bumpmapping with the Source Engine" by laktat which can be found here

Article description:

Some hints for you to manage bumpmapping with your custom textures
Loading embedded content: Article #107
Re: [article] Specular Bumpmapping with the Source Engine Posted by The Mighty Atom on Mon Dec 13th 2004 at 5:41pm
The Mighty Atom
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Posted 2004-12-13 5:41pm
22 posts 2 snarkmarks Registered: Jul 28th 2004 Occupation: Student Location: Netherlands
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?
Re: [article] Specular Bumpmapping with the Source Engine Posted by Nanodeath on Thu Dec 16th 2004 at 4:07am
Nanodeath
356 posts
Posted 2004-12-16 4:07am
356 posts 66 snarkmarks Registered: Nov 11th 2004 Occupation: Student - Bioengineering Location: Seattle, WA, USA
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.
Re: [article] Specular Bumpmapping with the Source Engine Posted by LiveWire on Mon Feb 21st 2005 at 6:52pm
LiveWire
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Posted 2005-02-21 6:52pm
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Should the normal mapped texture appear in hammer as well ?
Re: [article] Specular Bumpmapping with the Source Engine Posted by spect3r on Tue Apr 12th 2005 at 7:44pm
spect3r
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Posted 2005-04-12 7:44pm
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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.. (http://nifelheim.dyndns.org/~cocidius/normalmap/)

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.
Re: [article] Specular Bumpmapping with the Source Engine Posted by Stadric on Mon Jul 9th 2007 at 2:29am
Stadric
848 posts
Posted 2007-07-09 2:29am
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848 posts 585 snarkmarks Registered: Jun 3rd 2005 Occupation: Slacker Location: Here
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.