Textures
by Taylor Wiebe · in Constructor · 06/30/2007 (5:32 pm) · 3 replies
Hi, I am curious how do you add normal maps to textures (I am really not quite sure how all this works). I can texture fine but I want it to be somewhat like a bump map (if that is what a normal map is like) I tried this program called Crazy Bump but now I don't know how to add it into the constructor.
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#2
regardless of what he uses for diff modeling this should still be possible if he is using tgea
so how is it done (and yes i know constructor dosnt support normals but there has to be SOME way to add them to a level after the constructor phase)
or more simply put
if i create a texture and a normal map how do i combine them to get the effect of a bumpy wall or floor
08/11/2009 (5:22 pm)
i think what he wanted to know was how do you add a normal map to a texture regardless of what he uses for diff modeling this should still be possible if he is using tgea
so how is it done (and yes i know constructor dosnt support normals but there has to be SOME way to add them to a level after the constructor phase)
or more simply put
if i create a texture and a normal map how do i combine them to get the effect of a bumpy wall or floor
#3
You use a materials.cs script and define a new material for your object. Each material corresponds to a texture file for your object. materials.cs files are located/created in the same directory of the texture(s) you wish to use.
For example, the Swarmgun uses both a texture and a normal map, plus it has a specular effect (it's shiny). These textures are found in the "scritpsAndAssets/data/shapes/weapons/swarmgun" directory. The materials.cs file is found in the same place. Code is in place to automatically read/exec any materials.cs files that are found. Inside this file is where you define your "material".
For further reading and knowledge refer to the High Level Walkthrough of Materials page of the online documentation.
08/11/2009 (9:51 pm)
First off, Constructor and TGE are out of the picture. It's possible with TGE + Modernization Kit, but I won't go there...You use a materials.cs script and define a new material for your object. Each material corresponds to a texture file for your object. materials.cs files are located/created in the same directory of the texture(s) you wish to use.
For example, the Swarmgun uses both a texture and a normal map, plus it has a specular effect (it's shiny). These textures are found in the "scritpsAndAssets/data/shapes/weapons/swarmgun" directory. The materials.cs file is found in the same place. Code is in place to automatically read/exec any materials.cs files that are found. Inside this file is where you define your "material".
new Material(w_swarmgun) // Name of your material
{
mapTo = "w_swarmgun";
baseTex[0] = "w_swarmgun"; // This is the color/diffuse texture
bumpTex[0] = "w_swarmgun_bump"; // This is the normal map you wish to use
pixelSpecular[0] = true; // This makes things shiny (based on the alpha channel in your normal map)
specular[0] = "1.0 1.0 1.0 1.0"; // The color of the shiny bits
specularPower[0] = 32.0; // How shiny it is
};And that is just a bare example of how to include a normal map in order to have "bump maps". For further reading and knowledge refer to the High Level Walkthrough of Materials page of the online documentation.
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