raised sections of the texture are highlighted by lightthen aren't those sections already casting shadows?
Created 16 years ago2007-12-16 00:58:58 UTC by doodle
raised sections of the texture are highlighted by lightthen aren't those sections already casting shadows?
its only on orange box.Every source game is now on Orange Box engine or above, minus Sin Episodes & Half-Life: Source.
Does anyone know of any source utility or 3d party utility that allows you to convert topographic map(s) (black and white) into a working terrain maps for Hammer. I used to do this with Sim City and I loved it.Here's what you're looking for.
I just want to be able to take any topo black and white and turn into a 3D raw map.
Every source game is now on Orange Box engine or above, minus Sin Episodes & Half-Life: Source.Day of Defeat: Source is under the OB engine, but the developers had never made the required updates to their code to gain the new features of the OB. Maps were not recompiled, code was not updated, just patched to work.
I don't see what so-called special feature ssbump offers, as it does practically the same thing. Only it is smoother, looks better(less cartoony like the "normal" bumpmap), and as Valve says, it's faster to render.You pretty much just stated why it's a better technique. More for less.
I don't see what so-called special feature ssbump offers, as it does practically the same thing. Only it is smoother, looks better(less cartoony like the "normal" bumpmap), and as Valve says, it's faster to render.Your example doesn't demonstrate it as well as, say, a brick surface or a bumpy rock wall lit from one specific direction with a bright light. The more diffuse your lighting is the less apparent the selfshadow will be. Also depends on the bump you are using and how strong it is.
I don't see what so-called special feature ssbump offers.. You don't see the directional shadows being cast on the far side of each tile? The effects of the ssbump would probably be more apparent on a texture that has more intense 3-dimensional elements in it.
Why did they removed parallax mappingIt was buggy as sin and made decals look like they were floating. ssbump looks awesome imo
Edit: Oh dang, we just shut him down, completely.I've read the replies at school but didn't have time to respond :P.
Probably the best feature they offer is the lack of any need to paint any actual light into the diffuse.Don't understand this. Can you explain better please?
I thought ssbumps is unique in that whatever direction you're looking from, and using any type of lighting, the bump will still be visible.The biggest difference between normal bump maps and ssbumps is that the original one will only highlight textures, while ssbumps will highlight and cause them to self-shadow. The higher parts of the the height map will cast shadows on the lower parts, simply put.
Before this you would normally fake some lighting on the original texture (that's the diffuse) so it looked more realistic in-game. You don't have to do that now because ssbumps can take care of it.Probably the best feature they offer is the lack of any need to paint any actual light into the diffuse.Don't understand this. Can you explain better please?
Before this you would normally fake some lighting on the original texture (that's the diffuse) so it looked more realistic in-game. You don't have to do that now because ssbumps can take care of it.So much better stated than my 11-line-long, jargon-filled explanation.
The best examples of parallax mapping are when it is used in smaller areas as opposed to whole buildings and world textures. FEAR, Fallout 3/New Vegas, and GTA4 simply use it on decals, and that is as far as it should ever go.Oh god the decals in FEAR.
You have to be dumb to say that parallax mapping is awfulOuch!
Striker, what tool/program do you use to generate ssbumps?SsBump Generator
And what's a dudv map?Texture map used for refractions. Think of HL2 and the frosted glass doors or the strider's viewpunch effect.
You have to be dumb to say that parallax mapping is awfulSame goes for people who ignore it's mass of flaws. It's buggy and the overall effect is not worth the massive performance cost.
Yes, I made the same mistake. You are trying to make the ssbump from a b&w heightmap, but it doesn't work that way. You have to create the normal map first, and then use that normal map to create the ssbump mapYou can make an ssbump from a heightmap if you use Valve's tool that's included in the Orange Box SDK. Info here.
And what's a dudv map?dudv maps are only necessary when running the game in DX 8. DX 9 and higher use the normal map for refraction calculations, and the dudv map can be eliminated if you don't plan on making whatever your project is DX 8-compatible.
You can make an ssbump from a heightmap if you use Valve's tool that's included in the Orange Box SDK.Tried it before trying the SSBump Generator but it's a pain in the butt to use and it did'nt work.