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Forum: All Forums : Quake 4
Category: Q4 Mapping
Quake 4 mapping and level design.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword
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Author Topic: textures and filters
Slagjoeyoco
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Since: Aug 1, 2006
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Last: Feb 8, 2008
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Category: Q4 Mapping
Posted: Saturday, Apr. 28, 2007 12:58 pm
Hi,

Got some questions: I know how to create textures with PS CS including that bumpmap thing...but how can I create several bump effects in one image that one for instance:

I wanna get a bump for that thing in the middle and for the tiles around, should I put several bumpmaps over eachother?

btw where can I get a normal map filter for ATI-graphics cards cuz Im going to change soon...
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foyleman
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Category: Q4 Mapping
Posted: Saturday, Apr. 28, 2007 01:14 pm
All the bumping should be done right inside of your texture. There are two types of bumping and all bumps should be included in these two maps.

one bump map allows for big bumps while the other (height map) is for scratches and smaller stuff.

So your texture should include these:
Diffuse map for the color
Specular map for the reflections
normal map for the big bumps
height map for the small bumps
editor image for radiant

You will need a normal map plugin or program. I use a plugin for photoshop found here. It says nvidia, but it's for photoshop.

ATI has a tool that doesn't require photoshop called "Normal Map Generator" found here.

Finally with all these pieces, the shader would look like this:
Code:
textures/mytexturefolder/mytexture {
    stone
    qer_editorimage textures/mytexturefolder/mytexture_ed.tga
    diffusemap textures/mytexturefolder/mytexture_d.tga
    specularmap textures/mytexturefolder/mytexture_s.tga
    bumpmap addnormals {
        textures/mytexturefolder/mytexture_local.tga, heightmap ( textures/mytexturefolder/mytexture_h.tga, 1 ) )
}
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Slagjoeyoco
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Category: Q4 Mapping
Posted: Saturday, Apr. 28, 2007 01:38 pm
So you mean that I should create a heightmap for the grid in the middle and a bumpmap for the space between the tiles?

ok I've got the filter - can it be that the nVidia filter can only be used with Photoshop CS2 - cuz I had PS-CS and I couldn't use it, but now I've got CS2 and it can be used...

Oh and what is a DUDVMgenerator for?

edited on Apr. 28, 2007 09:46 am by Slagjoeyoco
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foyleman
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Category: Q4 Mapping
Posted: Saturday, Apr. 28, 2007 02:46 pm
I used the photoshop filter with version 7 so I thought it would work with others. It also works with cs2 that I have.

dudvmgenerator? I don't know.

I would create bump map for all the grooves such as the grid in the middle and the grout between the bricks. I would use the height map for little bumps in the brick and grout and to scratch up the grating a little bit.

if you try and do any deep bumps with the height map, it will look bad. Experiment with it to see the result.
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Slagjoeyoco
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Category: Q4 Mapping
Posted: Monday, Apr. 30, 2007 07:24 pm
Hi again,

I didn't post a new topic about that because I've got another question about textures - say I've got a custom texture, it's an emergency door with windows, allright so far - but how do I get the glass in it? I mean, turning the area where the glass should be to transparent doesn't help, already learned that...
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foyleman
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Category: Q4 Mapping
Posted: Tuesday, May. 1, 2007 11:34 am
glass in the door, eh.

I would build the door using multiple brushes. The glass part would be textured with a glass texture. Then select the group of brushes that make up your door and turn that into your door entity.

To use the custom texture, create the door without glass and apply the texture. Now you can see where to clip it (clipping tool) to make room for your glass.
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