SSbump confusion Created 13 years ago2011-07-17 18:43:38 UTC by Archie Archie

Created 13 years ago2011-07-17 18:43:38 UTC by Archie Archie

Posted 13 years ago2011-07-17 18:43:38 UTC Post #296722
So I figured it was about time I learned how to make ssbumps to go with my materials, and at first glance I thought I had managed it quite well:
User posted image
However, when I turned around with the flashlight still on...
User posted image
It seems to "suck" the light from the flashlight in, and creates a very strange distortion.
The same happened on the ground texture:
User posted image
I'm using SSbump Generator 5.3. Any idea what's going on?
LightmappedGeneric
{
	$basetexture	gm_lollerskates4/lol4_redcliff
	$surfaceprop	concrete
	$bumpmap	gm_lollerskates4/lol4_redcliff_SSBump

	$ssbump		1
	$SSBumpMathFix	1
}
LightmappedGeneric
{
	$basetexture	gm_lollerskates4/lol4_sandground
	$surfaceprop	dirt
	$bumpmap	gm_lollerskates4/lol4_sandground_SSBump

	$ssbump		1
	$SSBumpMathFix	1
}
Archie ArchieGoodbye Moonmen
Posted 13 years ago2011-07-17 20:34:29 UTC Post #296726
Heh, at least you're not the only person on this site confronting with such problems.
Remember my funny ssbump results?

I think I forgot to add in that thread a screenshot with a similar effect you're experiencing.
Striker StrikerI forgot to check the oil pressure
Posted 13 years ago2011-07-17 20:43:55 UTC Post #296727
You were using normal maps in that thread, striker, not ssbump maps.
I have no problem making normal maps, but I want the added depth of ssbump
Archie ArchieGoodbye Moonmen
Posted 13 years ago2011-07-17 22:27:14 UTC Post #296730
Care to post a picture of the actual ssbump texture? And is there any particular reason why you're using the mathfix paramater? There's an annoying lack of information on it, and I've never had to use it. I think it was introduced in the L4D2 engine branch, might not have any effect in the Orange Box version.
Strider StriderTuned to a dead channel.
Posted 13 years ago2011-07-17 22:39:30 UTC Post #296731
Just followed the example vmt on VDC which is why I included the mathfix param.
User posted image
User posted image
Archie ArchieGoodbye Moonmen
Posted 13 years ago2011-07-18 00:13:25 UTC Post #296735
They don't look right at all. They should look something like this:
User posted image
The red/blue/green tones are the lighting data, so that would explain why yours isn't showing up properly.

What method are you using to make them? Valve's command line tool is a pain in the ass. Make sure your TGA has an alpha channel and run it through again. Or, do what I do and use SSbump Generator. It gives fairly similiar results to Valve's tool.

Derp, just read the bottom of the original post. Are you running heightmaps or normal maps through the generator? If it's a heightmap you'll have to tick "Heightmap" and "Create Normal Map". Alternatively, get CrazyBump and make your normal map with that, and then run it through the generator, it gives you incredible control over the minute details in your normal map.
Strider StriderTuned to a dead channel.
Posted 13 years ago2011-07-18 10:48:48 UTC Post #296745
Ah, my problem was that I wasn't generating the ssbump off a normal map, and wasn't ticking "heightmap." Didn't realise.

Managed to get it working using Ssbump Generator. Was quite pleased.
Tried making the normal map in crazybump first. Was blown away.

What a program. Totally worth the £25 for an educational license.
Archie ArchieGoodbye Moonmen
Posted 13 years ago2011-07-18 10:59:22 UTC Post #296746
Managed to get it working using Ssbump Generator. Was quite pleased.
Tried making the normal map in crazybump first. Was blown away.

What a program. Totally worth the £25 for an educational license.
Sarcasm?
Striker StrikerI forgot to check the oil pressure
Posted 13 years ago2011-07-18 11:08:19 UTC Post #296747
No, not sarcasm. I was literally amazed at the results. It's a great program!

Thanks for the recommendation & solution, Strider
Archie ArchieGoodbye Moonmen
Posted 13 years ago2011-07-18 12:11:16 UTC Post #296753
No problem! It's an exceptional program, so very much worth the money.
Strider StriderTuned to a dead channel.
Posted 13 years ago2011-07-19 00:37:07 UTC Post #296780
The results!

seeing them working properly is immensely satisfying. They add so much more depth than normal maps, without looking as weird as parallax maps when you get up close.
Archie ArchieGoodbye Moonmen
Posted 13 years ago2011-07-19 10:47:47 UTC Post #296798
Sooo... We're making The Core in the wrong engine huh?...

Fuck.
monster_urby monster_urbyGoldsourcerer
Posted 13 years ago2011-07-19 11:18:42 UTC Post #296799
Fairly sure I've been preaching that for about a year, if not more.
Archie ArchieGoodbye Moonmen
Posted 13 years ago2011-07-19 11:32:57 UTC Post #296801
You can port it later. After Valve releases the source code for Ep3.
Notewell NotewellGIASFELFEBREHBER
Posted 13 years ago2011-07-19 12:08:17 UTC Post #296803
Or a time when we're all actually still going to be alive.
Strider StriderTuned to a dead channel.
Posted 13 years ago2011-07-19 13:12:06 UTC Post #296805
Archie, are you familiar with that petal effect shape of light on your bumpmaps ingame?
Posted 13 years ago2011-07-19 13:53:39 UTC Post #296807
nope
Archie ArchieGoodbye Moonmen
Posted 13 years ago2011-07-19 14:05:25 UTC Post #296808
Posted 13 years ago2011-07-19 14:20:25 UTC Post #296809
Archie, are you familiar with that petal effect shape of light on your bumpmaps ingame?
I remember you asked me about this and it happened to me too. Archie must see this too.
Striker StrikerI forgot to check the oil pressure
Posted 13 years ago2011-07-19 15:11:59 UTC Post #296810
Yeah. All you need is a basic light entity (no spot) and place it a couple units away from the floor or wall and compile.
Posted 13 years ago2011-07-19 15:30:20 UTC Post #296811
I never use basic light ents, so I've never noticed this.
Archie ArchieGoodbye Moonmen
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