Wirehead Studios

Wirehead Modifications => General Development ('Laced Neptune') => Topic started by: ReBoOt on 2003-02-21, 21:29



Title: My first attempt by using phong shading (q3 normalmaps)
Post by: ReBoOt on 2003-02-21, 21:29
Test by using phong shading (light greatly improves on textures) it's a feature only supported by q3map2.
just some screens on tab's textures in action with bump maps.

http://medlem.spray.se/reboots/quake3/maps...phong/bumps.htm (http://medlem.spray.se/reboots/quake3/maps/phong/bumps.htm)

the result can be much better than this im not that good on making shaders...


Title: Re: My first attempt by using phong shading
Post by: Devlar on 2003-02-22, 01:26
Are the Bricks on the walls shaded also?


Title: Re: My first attempt by using phong shading
Post by: ReBoOt on 2003-02-22, 22:47
Yeah but the brick bump map sucks.. still the light looks quite good at them.


Title: Re: My first attempt by using phong shading
Post by: Devlar on 2003-02-23, 01:55
They appear to be the best of them all, can you post the shader?


Title: Re: My first attempt by using phong shading
Post by: ReBoOt on 2003-02-23, 22:40
Sure but it's a test shader, most likley there are several better ways to do this.

Code:
textures/rebump_test/wolf_grey_01 
 {
 qer_editorimage textures/rebump_test/wolf_grey_01.jpg
q3map_lightmapsamplesize 3
q3map_normalimage textures/rebump_test/wolf_grey_01_bump.jpg
 {
 map $lightmap
 }
 {
 map textures/rebump_test/wolf_grey_01.jpg
 blendFunc GL_DST_COLOR GL_ZERO
 }
}


Title: Re: My first attempt by using phong shading
Post by: dev/null on 2003-02-24, 16:25
Wow, that's hella-pretty :)