CTF-w00tabulousBUMP
- PrinceOfFunky
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CTF-w00tabulousBUMP
According to the CTF-w00tabulous I made for Unreal Tournament(2015): https://forums.unrealtournament.com/sho ... 00tabulous
Im woorking on a similar w00tabulous for UT99. It uses BumpMaps/NormalMaps for a realistic design, and so, to view it the best way, you need to use a Graphic Driver that supports the BumpMaps/NormalMaps (For example: The driver Direct3D10(D3D10), has an option inside UnrealTournament.ini called "BumpMapping"[DEFAULT: False], if set to true, you will be able to see the Textures BumpMapped)
Screenshots:
Im woorking on a similar w00tabulous for UT99. It uses BumpMaps/NormalMaps for a realistic design, and so, to view it the best way, you need to use a Graphic Driver that supports the BumpMaps/NormalMaps (For example: The driver Direct3D10(D3D10), has an option inside UnrealTournament.ini called "BumpMapping"[DEFAULT: False], if set to true, you will be able to see the Textures BumpMapped)
Screenshots:
"Your stuff is known to be buggy and unfinished/not properly tested"
- Hellkeeper
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Re: CTF-w00tabulousBUMP
These coronas are huge.
And the bump map... I'm not a fan to be honest.
And the bump map... I'm not a fan to be honest.
You must construct additional pylons.
- papercoffee
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Re: CTF-w00tabulousBUMP
What maybe work on concrete and metal parts don't quite fit at the crates. It looks too grainy.
If we could use displacement mapping ...this would be a huge improvement.
But bump-mapping looked ugly even when it was new and nearly every game used it.
If we could use displacement mapping ...this would be a huge improvement.
But bump-mapping looked ugly even when it was new and nearly every game used it.
- FraGnBraG
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Re: CTF-w00tabulousBUMP
before you go any further you should go and play wootbulous from extreme woot ...
bump mapping plain old UT99 maps is wasting time imo - there's only a tiny audience left for UT99, and not many ppl will likely even care...
better yet, if you are new to UT mapping and want learn skills, why not just go learn how to make maps for UT4 ... ?
it is far more graphically rewarding (all aspects of the tech are just crushing UT99, sorry, sadly, but true) and get this, it takes far less
actual effort to do some crazy things than it does in UT99...
anyways, go find extreme woot - it's way better looking, with or without a bump-mapping driver.
bump mapping plain old UT99 maps is wasting time imo - there's only a tiny audience left for UT99, and not many ppl will likely even care...
better yet, if you are new to UT mapping and want learn skills, why not just go learn how to make maps for UT4 ... ?
it is far more graphically rewarding (all aspects of the tech are just crushing UT99, sorry, sadly, but true) and get this, it takes far less
actual effort to do some crazy things than it does in UT99...
anyways, go find extreme woot - it's way better looking, with or without a bump-mapping driver.
- PrinceOfFunky
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Re: CTF-w00tabulousBUMP
Yeah, ahahah XD, I thought the same thing, when I saw it I thought it was too much like cartoon style XD.papercoffee wrote:What maybe work on concrete and metal parts don't quite fit at the crates. It looks too grainy.
If we could use displacement mapping ...this would be a huge improvement.
But bump-mapping looked ugly even when it was new and nearly every game used it.
Oh nono, don't worry, I'm not new mapping, plus I was making maps for UT4, but my laptop is getting too old, and I can't make them anymore, that's why I came back to UT99, but this map is just a try, to make it similar to the w00t from UT4, nothing else... I know it's rly crappy, but actually I didn't care, I'm sorry XDFraGnBraG wrote:before you go any further you should go and play wootbulous from extreme woot ...
bump mapping plain old UT99 maps is wasting time imo - there's only a tiny audience left for UT99, and not many ppl will likely even care...
better yet, if you are new to UT mapping and want learn skills, why not just go learn how to make maps for UT4 ... ?
it is far more graphically rewarding (all aspects of the tech are just crushing UT99, sorry, sadly, but true) and get this, it takes far less
actual effort to do some crazy things than it does in UT99...
anyways, go find extreme woot - it's way better looking, with or without a bump-mapping driver.
"Your stuff is known to be buggy and unfinished/not properly tested"
- Dr.Flay
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Re: CTF-w00tabulousBUMP
Rough as it may be, but I am glad to see someone try and take advantage of the newer features we have to play with.
1 playable proof of concept is better than none.
The size and quality of the textures you are adding bumpmaps to, will be the biggest issue.
Currently it looks like the crates belong in a cartoon or cell-shaded game.
1 playable proof of concept is better than none.
The size and quality of the textures you are adding bumpmaps to, will be the biggest issue.
Currently it looks like the crates belong in a cartoon or cell-shaded game.
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- PrinceOfFunky
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Re: CTF-w00tabulousBUMP
No eheh, 923KB of Textures with BumpMaps, Bump maps are made on purpose to avoid big sizes(for textures and maps), that's the cool thing, instead of adding 30 bricks and increase the map size, you make a bumpmap that makes the CPU calculates lightmass like that surface is made of 30 bricks, and the cool is that you can use that bumpmap on every texture, making any texture you want looks like having 30 bricks(This means, you don't need 20 wall bumpmaps for 20 wall textures, you need only 1 bumpmap for 20 wall textures ).Dr.Flay wrote:Rough as it may be, but I am glad to see someone try and take advantage of the newer features we have to play with.
1 playable proof of concept is better than none.
The size and quality of the textures you are adding bumpmaps to, will be the biggest issue.
Currently it looks like the crates belong in a cartoon or cell-shaded game.
Problem on Unreal is, that if you set a standard texture to own a bumpmap, the texture package will be different, so you better export the standard texture, reimport it into another package and, then, let it owns a bumpmap. [Probably this could be fixed with a script, hoping the bumpmap is not a constant].
EDIT:
Code: Select all
var(Texture) texture BumpMap; // Bump map to illuminate this texture with.
"Your stuff is known to be buggy and unfinished/not properly tested"
Re: CTF-w00tabulousBUMP
Not necessary to edit packages. D3d10 can use external textures http://kentie.net/article/d3d10drv/page2.htm#overridesPrinceOfFunky wrote:No eheh, 923KB of Textures with BumpMaps, Bump maps are made on purpose to avoid big sizes(for textures and maps), that's the cool thing, instead of adding 30 bricks and increase the map size, you make a bumpmap that makes the CPU calculates lightmass like that surface is made of 30 bricks, and the cool is that you can use that bumpmap on every texture, making any texture you want looks like having 30 bricks(This means, you don't need 20 wall bumpmaps for 20 wall textures, you need only 1 bumpmap for 20 wall textures ).Dr.Flay wrote:Rough as it may be, but I am glad to see someone try and take advantage of the newer features we have to play with.
1 playable proof of concept is better than none.
The size and quality of the textures you are adding bumpmaps to, will be the biggest issue.
Currently it looks like the crates belong in a cartoon or cell-shaded game.
Problem on Unreal is, that if you set a standard texture to own a bumpmap, the texture package will be different, so you better export the standard texture, reimport it into another package and, then, let it owns a bumpmap. [Probably this could be fixed with a script, hoping the bumpmap is not a constant].
EDIT:Rly good, BumpMap variable is not a constant, I will provide to create a script that changes bumpmaps at runtime, so there will be no need to create another package for the standard textures.Code: Select all
var(Texture) texture BumpMap; // Bump map to illuminate this texture with.
Example:
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Re: CTF-w00tabulousBUMP
It is interesting that you did a map with the "new" bump mapping feature and I do think it looks pretty cool (though, the crates look a little bit too detailed imo), but why this one? This map looks lame, even if it has its "history" (Don't take this too seriously, I can imagine improving only these few textures took a lot of time!)
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- PrinceOfFunky
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Re: CTF-w00tabulousBUMP
Wow... I didn't know about this feature, Thank you very muchsn260591 wrote:Not necessary to edit packages. D3d10 can use external textures http://kentie.net/article/d3d10drv/page2.htm#overridesPrinceOfFunky wrote:No eheh, 923KB of Textures with BumpMaps, Bump maps are made on purpose to avoid big sizes(for textures and maps), that's the cool thing, instead of adding 30 bricks and increase the map size, you make a bumpmap that makes the CPU calculates lightmass like that surface is made of 30 bricks, and the cool is that you can use that bumpmap on every texture, making any texture you want looks like having 30 bricks(This means, you don't need 20 wall bumpmaps for 20 wall textures, you need only 1 bumpmap for 20 wall textures ).Dr.Flay wrote:Rough as it may be, but I am glad to see someone try and take advantage of the newer features we have to play with.
1 playable proof of concept is better than none.
The size and quality of the textures you are adding bumpmaps to, will be the biggest issue.
Currently it looks like the crates belong in a cartoon or cell-shaded game.
Problem on Unreal is, that if you set a standard texture to own a bumpmap, the texture package will be different, so you better export the standard texture, reimport it into another package and, then, let it owns a bumpmap. [Probably this could be fixed with a script, hoping the bumpmap is not a constant].
EDIT:Rly good, BumpMap variable is not a constant, I will provide to create a script that changes bumpmaps at runtime, so there will be no need to create another package for the standard textures.Code: Select all
var(Texture) texture BumpMap; // Bump map to illuminate this texture with.
Example:
Do you know how to create these dds texture maps?
"Your stuff is known to be buggy and unfinished/not properly tested"
- PrinceOfFunky
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Re: CTF-w00tabulousBUMP
I tried Photoshop CS6, and it didn't support dds :/ I'll use Paint.NET Tysn260591 wrote:Paint.NET has supported dds.
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- Dr.Flay
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Re: CTF-w00tabulousBUMP
DDS files are not supported by many programs. You add a plugin to get support
http://code.google.com/p/gimp-dds/
https://developer.nvidia.com/nvidia-tex ... -photoshop
https://developer.nvidia.com/gpu-accele ... ompression
https://developer.nvidia.com/legacy-texture-tools
XnView http://www.xnview.com will load and save DDS files
Irfanview can only load DDS files.
UEd2.1 can create DDS files during import. UEd3 and above can compress the texture within the texture browser.
http://code.google.com/p/gimp-dds/
https://developer.nvidia.com/nvidia-tex ... -photoshop
https://developer.nvidia.com/gpu-accele ... ompression
https://developer.nvidia.com/legacy-texture-tools
XnView http://www.xnview.com will load and save DDS files
Irfanview can only load DDS files.
UEd2.1 can create DDS files during import. UEd3 and above can compress the texture within the texture browser.
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Your Unreal resources: https://yourunreal.wordpress.com
The UT99/UnReal Directory: https://forumdirectory.freeforums.org
Find me on Steam and GoG
ChaosUT https://chaoticdreams.org
Your Unreal resources: https://yourunreal.wordpress.com
The UT99/UnReal Directory: https://forumdirectory.freeforums.org
Find me on Steam and GoG