Bump Mapping
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It looks very much like bump mapping (or maybe its some sort of specular mapping? but since the texture also gets darker, i dont think so)…
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I’m not sure. I know FL has an odd way of working with lighting (if you’ve ever taken a look at what can be done with envmapbasic.mat, you’ll know what I mean). Whatever the case, I do know “detail maps” are used to give details to planet textures by using smaller textures applied over the normal ones (hence increasing overall resolution).
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Whatever it is, it looks good.^^ “Power Mapping”
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I love this, wonder what it could be applied to, having this in my vanila update project would definately spruce up the game.
So if you have done any vanila objects, please share!
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I’m afraid I have only done the three models on my screenshots so far and I doubt I’ll be doing it on vanilla stations/ships. Asteroids maybe.
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Well, if you can provide a full and complete tutorial step by step, that would be awesome.
The game will appeal to more players if I can create an unofficial patch that includes some of these graphical updates along with a hell of a lot of other stuff the fantastic modders have come up with over the years!
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The tutorial in my initial post is a summary of everything you have to do. If you have any questions about this, just say where the problem is and I’ll help you as good as I can.
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Well, I was mainly looking for a more in-depth tutorial than a quick guide, if you have the time to write one, or anyone else who has this technique down.
It looks to me you are adding a layer of detail based on the shadows with the grayscale element of it.
Could that work with other types of image processing, such as psuedo-hdr in photoshop?
Thanks
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Well, a real tutorial requires a larger pool of experience. I posted this only day day after I discovered this and haven’t really worked on it since, I am however willing to write a tutorial once I’ve worked more on this topic. Give me one or two weeks and I’ll see what I can do.
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No problem, I understand.
You people just keep coming out with more awesome things I can add to my unofficial patch, things such as this may create problems for lower spec machines, but this is mainly an update to show off Freelancer to the people who are buying new games with higher spec machines.
If I can improve the detail, graphics, sound etc in any way possible without changing the main experiences, I welcome it, as I welcome the possibilities and potential of this technique.
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There aren’t many ppl out there left with lower specs PCs so I wouldn’t worry too much about that. Many upgraded their pc when Crysis came out so if they can play that game they could play any version of Freelancer that will ever see the light of the day
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Izz veeeerrry naaaeeeiisss, goooood yob!
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CoT is a n00b
edit by OP
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Well, especially on the fighter picture comparison you can see that its clearly detail mapping. It doesnt look bumped at all, its just more dirty.
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aye, also found this line in dacom.ini thought id check there first haha
name = ^detailmap_.* = BtDetailMapMaterial
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Well even if it isn’t bump mapping it’s a nice more or less new mapping technique for materials.^^ Maybe it’s possible to add real bump mapping to FL?
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Simply put: I doubt it.
Also, this isn’t a new technique. Just read up on texture baking; you can do exactly the same effect if not much better with good knowledge of 3d texture making.
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Easy way to find out if you do have bump mapping is to apply a single color (white or light gray) diffuse texture to the model, that way any real bump mapping will show as lumps & bumps, and detail maps will show flat & smooth.
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I’m going to try this on some ships i just got hold of, they come with bump map textures so will use the guide to apply them.
This is an excellent little tutorial, simple to follow as well, can’t see the need for an in depth one, all the info is here.
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If you want to see what this does to vanilla models look here at the pack I made of a whole heap of vanilla models with this applied to them, I think I got all the liberty and bounty hunter ship models plus most of the utility done.
Ozed