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fixing the uniformity of gloss + bump maps?

Erik Olson
2003-08-07
2013-04-24
  • Erik Olson

    Erik Olson - 2003-08-07

    i always thought this looked kind of strange in tenebrae. why does every surface look shiny and equally bumpy? would there be some way to make it so that the gloss/specular only applies to parts of the texture, or only to certain textures? the same goes for bump-maps. i'd like to see varying levels of bump-mapping, rather than extreme-bump or no-bump on every surface, which is how it looks now. i guess this would require a custom bump map and gloss map for every texture, but i'd be willing to help with this project. it'd make tenebrae look a whole lot better. everything looks plastic-y as it is now... anyone else having similar thoughts?
    not meant to be a rant. just an observation :)

     
    • Erik Olson

      Erik Olson - 2003-08-08

      ok i'm going through the high-res textures supplied by the quake retexturing project, and making gloss and bump maps of my own, and the one that i managed to be able to use in tenebrae looked a whole lot better. but, it seems to be really random about when it's a type 1/3 targa, and when it's not. what are the specifics of a type 1 or 3 targa?? it seems to only want 8-bit, but i can't figure it out beyond that.
      thanks

       
    • Jarno Paananen

      Jarno Paananen - 2003-08-09

      Bumpmaps are supposed to be 8-bit gray scale, type 1 is 8-bit paletted and type 3 gray scale, or the other way round. PNG is a better format than tga btw.

       
    • Tomasu

      Tomasu - 2005-01-15

      ooh, I'm one of the biggest advocates for the PNG file format ever to raom the earth - but when it comes to game textures, not only are Targa's faster to load, but htey also compress better, and still retain all of the nice features that we all love about PNG's.

      Using PNG's to replace JPG's and GIF's = Good

      Using PNG's to replace TGA's in games = Slow, bloated games.

       

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