Normal-Mapping Sucks

Normal-Mapping Sucks

Re: Normal-Mapping Sucks Posted by Cassius on Sun Jun 12th 2005 at 6:28pm
Cassius
1989 posts
Posted 2005-06-12 6:28pm
Cassius
member
1989 posts 238 snarkmarks Registered: Aug 24th 2001
User posted image
Re: Normal-Mapping Sucks Posted by French Toast on Sun Jun 12th 2005 at 7:01pm
French Toast
3043 posts
Posted 2005-06-12 7:01pm
3043 posts 304 snarkmarks Registered: Jan 16th 2005 Occupation: Kicking Ass Location: Canada
I don't get it.
Re: Normal-Mapping Sucks Posted by Campaignjunkie on Sun Jun 12th 2005 at 7:55pm
Campaignjunkie
1309 posts
Posted 2005-06-12 7:55pm
1309 posts 329 snarkmarks Registered: Feb 12th 2002 Occupation: Student Location: West Coast, USA
You don't need a .vmt for the normal map. And I'm not sure why it isn't
working, but here's the .vmt from one of my own materials that truly
does work:

<div style="margin-left: 40px;">"LightmappedGeneric"<br style="font-family: courier new;">
{<br style="font-family: courier new;">
"$basetexture" "persia/cartoon09"<br style="font-family: courier new;">
"$surfaceprop" "concrete"<br style="font-family: courier new;">
"%keywords" "persia"<br style="font-family: courier new;">
"$bumpmap" "persia/cartoon09_normal"<br style="font-family: courier new;">
}

</div>

Valve usually has "_normal" at the end of .vtf files instead of
"_bump". Maybe that's making a difference? I assumed you closed the
brackets on the crackdirt.vmt right? You may have compiled the .vtf
files incorrectly. I personally use/recommend
VTFTool.
Re: Normal-Mapping Sucks Posted by Cassius on Sun Jun 12th 2005 at 10:09pm
Cassius
1989 posts
Posted 2005-06-12 10:09pm
Cassius
member
1989 posts 238 snarkmarks Registered: Aug 24th 2001
Thanks for your help - somehow, deleting the .vmt for the normal-map texture got it to work. However, I have another question now: how do I make bump maps work for a blend texture?
Re: Normal-Mapping Sucks Posted by Campaignjunkie on Sun Jun 12th 2005 at 10:17pm
Campaignjunkie
1309 posts
Posted 2005-06-12 10:17pm
1309 posts 329 snarkmarks Registered: Feb 12th 2002 Occupation: Student Location: West Coast, USA
Personally, I don't think it's possible (or might not be worth the
effort). Try looking at Valve's .vmt's for blend textures, though.
There's very little documentation for any of this, I'm afraid.
Re: Normal-Mapping Sucks Posted by fishy on Sun Jun 12th 2005 at 11:11pm
fishy
2623 posts
Posted 2005-06-12 11:11pm
fishy
member
2623 posts 1476 snarkmarks Registered: Sep 7th 2003 Location: glasgow
when you name a texture to end with _normal, vtex takes notice and does something different with it. i don't remember what, but there's an extra bit of dialogue in the command prompt window concerning it. it might do the same for textures ending with _bump, but i doubt it.

and i don't remember seeing any reference to bumpmaps in any of the vmt's for blended textures that i looked in. maybe there is one somewhere, but i wouldn't be too hopeful.
i eat paint
Re: Normal-Mapping Sucks Posted by BlisTer on Mon Jun 13th 2005 at 12:58pm
BlisTer
801 posts
Posted 2005-06-13 12:58pm
BlisTer
member
801 posts 1304 snarkmarks Registered: Jun 10th 2004 Location: Belgium
fishy said:
when you name a texture to end with _normal, vtex takes notice and does something different with it. i don't remember what, but there's an extra bit of dialogue in the command prompt window concerning it. it might do the same for textures ending with _bump, but i doubt it.
when you end it with _normal, vtex automaticly puts "normal" "1" in the .txt ,thus compiling it as a normal texture (disabling nice filtering and whatnot). in the compile window it gives you a suggestion about putting a command in the .txt if you want to convert the texture to a normal texture, but i assume this is already done via the photoshop plugin etc. The same goes for files ending in _dudv etc. It even works if you end it in _normal000 say if you want to make an animating texture. however in my experience animation only works on base textures, not on the normal textures.
These words are my diaries screaming out loud
Re: Normal-Mapping Sucks Posted by ReNo on Tue Jun 14th 2005 at 12:14am
ReNo
5457 posts
Posted 2005-06-14 12:14am
ReNo
member
5457 posts 1991 snarkmarks Registered: Aug 22nd 2001 Occupation: Level Designer Location: Scotland
I've noticed people here seem to be using the terms bump mapping and
normal mapping synonymously. They are actually different techniques, so
make sure you are using the ones you mean to use.
[img]http://card.mygamercard.net/sig/Default/reno84.png[/img]
Designer @ Haiku Interactive | ReNo-vation.net
Re: Normal-Mapping Sucks Posted by BlisTer on Mon Jun 27th 2005 at 5:07am
BlisTer
801 posts
Posted 2005-06-27 5:07am
BlisTer
member
801 posts 1304 snarkmarks Registered: Jun 10th 2004 Location: Belgium
ReNo said:
I've noticed people here seem to be using the terms bump mapping and normal mapping synonymously. They are actually different techniques, so make sure you are using the ones you mean to use.
you are right ofcourse, but the funny thing is that valve doesnt seem to make the distinction all too well. for textures with standard shader that you want to add a normal map to, you have to set

"$bumpmap" ".../..._normal"

for it to work (not "$normalmap"). This confusion can also be seen when you type mat_normalmaps 1 in console: only the bumpmaps show..well, what they call bumpmaps.
These words are my diaries screaming out loud
Re: Normal-Mapping Sucks Posted by Carcase on Mon Jun 27th 2005 at 1:38pm
Carcase
145 posts
Posted 2005-06-27 1:38pm
Carcase
member
145 posts 15 snarkmarks Registered: Nov 15th 2003 Location: Northern Virginia
Personally, I don't think it's possible (or might not be worth the
effort). Try looking at Valve's .vmt's for blend textures, though.
There's very little documentation for any of this, I'm afraid.
The blend_rocksand texture is bumpmapped, but you have to make it displacement and invert the alpha and create a cubemap somewhere that isn't directed at the sand.