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TGE Patch: Terrain Bump Mapping

by Tim Gift · 05/12/2003 (9:36 am) · 85 comments

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[Notes from Chris]
...
Also, one thing that should be noted is that in putting in BumpTexture and InvertedBumpTexture texture types into gTexManager, both BumpTexture and InvertedBumpTexture both use trilinear filtering only because bilinear looks horrible. You can really see a sharp contrast between mip levels.

And, the bump texture I provided is detail1.png with a contrast filter on it using MS Photo Editor, and I noticed as I zoomed in that there are seems long 1 side. So, it tiles perfectly in one direction, but not the other. But, you can't tell unless you zoom in. So it may need to be replaced with an actual bump texture example.
#41
05/29/2003 (5:23 am)
wait a second before starting a stupid lamer hunt.
he was writing for me, because he is testing the compiled versions of the torque with all of my modifications.
Know we have bought another license so you can't claim anymore on a lamer warez case..

You were so excited to hunt a lamer....ahahaha

You suck and thats sad...

Nice catch Michael! you win a little doll
#42
05/29/2003 (5:33 am)
Thak you Andrea, I'm planning the question with GG and I hope
there will be no more missunderstandigs.

As said tho them I've never even watched the sources of TGE I've
only posted question sourced testing the compiled files that Andrea gives to me, and other questions that he has.

Anyway we've bought another license to make all quite for the
future.

Thanks a lot Mr.Connell for the greating, I love people that thinks a lot before talking.
#43
05/29/2003 (4:17 pm)
"As said tho them I
#44
05/29/2003 (6:57 pm)
Sorry for the misunderstanding but the SDK owner should ask the ? to avoid confusion.
#45
05/29/2003 (11:16 pm)
Connell ..can you find any question posted by Andrea Magini ?
As said before I've posted his question too, because it's the help
I give to him: test the "COMPILED" and post for him the problems.

Saying "I download", "I compile" , doesn't mean nothing.
I posted like I was andrea for my comfort.

Dear Connell, if your ability in programmig was good just like
your mighty power to be boring we can have tomorrow the best
videogame we've ever had.
#46
05/30/2003 (2:04 am)
boring boring boring...
the sad thing is that for a misunderstanding someone can start a witch hunt...
The One who is free from sin can throw the first rock...
* See a man running to elettrozero *
* he seems mr connell *
* he carry a big rock on his shoulder *
Whow what a clear man

Stop this shit and let's talk about the bump mapping, that is more interesting.
#47
05/30/2003 (2:06 am)
Wait...I'm sure Mr Connell have solved any problems around BUMP
Lets show us the way Connell.
#48
05/30/2003 (4:19 am)
Ok let's get this resource back to a resource. I'm sorry. I was wrong. I jumped the gun.
#49
05/30/2003 (4:53 pm)
quick question, I just read through all the comments and it seems like chris has found several problems and made several fix's and modifications. I was just wondering what I should do if I want to add the patch to my project... should I add the first new patch and then add the fix's? or should I add this?

ANOTHER UPDATE:
Grab THIS file for an updated, nice, clean patch file to patch with over a clean HEAD. You
#50
05/30/2003 (9:34 pm)
Yes, grab the latest (bump3.patch) and use that to patch your files, then extract the detail1Bump.png to where it's supposed to go, and you'll be all set.
#51
05/31/2003 (12:04 am)
I've added the patch and the detail file but it seems that it isn't bump mapped. It looks normal. Could my video card cause me not to see it. I have a Geforce Ti 4200.
#52
05/31/2003 (9:23 am)
It doesn't matter what video card you have, it will work. There MIGHT be some discrepencies between nVidia and ATi, but I know it works on nVidia cards. Did you run that patch or just grab it? You'll have to rebuild your executable, so you need access to the source code, and make sure you're running the corresponding executable. I know sometimes when I make a release build, I forget to set it back to debug and wonder why none of my changes are taking effect :\

Also, make sure the detail file is in the right place. It should be in fps/data/terrains/details/
#53
05/31/2003 (10:05 am)
The same compiled on Matrox G450 doesn't works, but works fine on GF4
#54
05/31/2003 (2:08 pm)
I got it working, for some reason the patch didn't apply all the way, but i fixed it. It looks great, thanks.
#55
05/31/2003 (4:59 pm)
Chris, The last link doesn't work for me. I'm not sure which patch I need. I think bump3.patch so i am using that one. Thank you.

edit... ok got this working with head and bump3.patch no problems. Looks good. Do you have any plans on integrating this with the existing terrain system such that you can paint different bump areas with differing bump maps?
#56
06/01/2003 (7:18 am)
[removed as not to show idiocy]
#57
06/01/2003 (8:40 pm)
ok, in order to play with things I started a fresh biuld of torque in a file called CleanTorque in my C directory. I put bump3.patch in CleanTorque along with a .bat file with this line in it "patch -p0 < ../bump3.patch" I checked and I do have patch.exe on my computer. When I try and run the bat file it gives me an "Acess denied" any ideas what to do?
#58
06/02/2003 (4:31 am)
Eric when I got the Access denied message it was because the effected files were marked as read only. Maybe that is your problem.
#59
06/02/2003 (9:07 am)
It could be that the file is marked as read only.
#60
06/04/2003 (12:02 am)
ok, my files were marked as read only, but I fixed that and I'm still getting "Acess Denied" I marked all the files under engine and vc6 as writable, are any other files affected by the patch? (I'd mark every file as readable but I just switched down to win98 and its making me change each file by hand, wont fix whole thing with one comand)