News:

One Minute Game Review by The Happy Friar: https://ugetube.com/@OneMinteGameReviews
Also on Rumble: https://rumble.com/c/c-1115371

idTech 4 (aka Doom 3 tech) Discord Server! https://discord.gg/9wtCGHa

Main Menu

More then one specular/bump map

Started by VGames, July 06, 2015, 11:10:32 AM

Previous topic - Next topic

0 Members and 1 Guest are viewing this topic.

VGames

Is it possible to have more then one specular or bump map coexist in the same material definition? I'm at work and just had a thought about this.
Get the latest on Perfected Doom 3 here - http://www.moddb.com/mods/perfected-doom-3-version-500

motorsep

Quote from: VGames on July 06, 2015, 11:10:32 AM
Is it possible to have more then one specular or bump map coexist in the same material definition? I'm at work and just had a thought about this.

Nope.

VGames

Get the latest on Perfected Doom 3 here - http://www.moddb.com/mods/perfected-doom-3-version-500

BloodRayne

#3
Quote from: VGames on July 06, 2015, 11:10:32 AM
Is it possible to have more then one specular or bump map coexist in the same material definition? I'm at work and just had a thought about this.

You can blend materials in bumps, like this:


{
blend  bumpmap
map addnormals( models/hexen/weapons/mace/_mace_local.tga, heightmap ( models/hexen/weapons/mace/_mace_h.tga, 5 ) )
}


You're not stuck with heightmap either, you can also do this: map addnormals (normal1.tga, normal2.tga).

Or just use a single stage: bumpmap    addnormals(normal1.tga, normal2.tga)

VGames

What about specular maps? I knew about the local and height map combo that pretty much everything uses but not that addnormals double tga thing. Thanks for that. But what of specular maps? Would be good to be able to use 2 of them at the same time.
Get the latest on Perfected Doom 3 here - http://www.moddb.com/mods/perfected-doom-3-version-500

aphexjh

I am not sure if this helps, but I believe the specular also uses values from the blue channel (or red channel instead). So you could add your second specular black/white image into the blue channel of the specular image and have something like a blended spec. 

I don't really recall what this was for, I think it was to add a tint to the specular reflection, which might not be what you are interested in.

There was a thread some time back about changing the fall off of materials with some custom shaders, which might be a better option if you are trying to augment the specular reflection more than the normal workflow allows.

VGames

Well what I've done is add blood to the zombie skins and made my own specular maps to add shine to the blood as it should have. But of course my specular maps look nothing like the ones that came with the game. I didn't see any issue with this but I was just wondering if I could use mine and the originals at the same time to keep from losing whatever the originals had to offer. The characters still have shine where they did before but my specular maps are white and black instead of blue and black. Does this even matter?

Here's a link to what I've done:

http://www.moddb.com/mods/perfected-doom-3-version-500/images

Just check out those 6 Gruesome Zombie images. I think they look great.
Get the latest on Perfected Doom 3 here - http://www.moddb.com/mods/perfected-doom-3-version-500

BloodRayne

Quote from: VGames on July 06, 2015, 03:23:32 PM
What about specular maps? I knew about the local and height map combo that pretty much everything uses but not that addnormals double tga thing. Thanks for that. But what of specular maps? Would be good to be able to use 2 of them at the same time.

I think you can simply add a stage, but I'm not sure about that one. I haven't done a whole lot of modding the past year.

{
blend specularmap
map image1.tga
}
{
blend specularmap
map image2.tga
}

VGames

This makes sense on paper. Will have to try it out to see. Does it really matter though if I don't use the original specular maps? Don't the screenshots of what I've done to the zombies look good without the original specular maps?

If u ever want to get back into some lite modding BloodRayne I could sure use some skinning help. I've seen your work on Grimm and could use a little help with adding armor to the players arms and hands. Just putting that out there.  >:D
Get the latest on Perfected Doom 3 here - http://www.moddb.com/mods/perfected-doom-3-version-500

BloodRayne

I'm out of modding, as I'm currently head of IT for a large financial company, 80 IT specialists require 16 hours of attention per day, meaning I don't get around to much of anything besides posting here every now and then.

I've added more specular effects by adding a simple transparent, reflective, layer (or 2) of this:


{
maskcolor
    map makealpha(<insert a 4-32 step grey scale image of your specularmap here with high contrast.tga>)   
}
{
    blend gl_dst_alpha, gl_one
    maskalpha
        cubeMap env/gen2
//rgb 0.3
        texgen reflect

}
{
    blend gl_dst_alpha, gl_one
    maskalpha
        cubeMap env/gen2
//rgb 0.3
        texgen reflect

}



VGames

What about adding specular maps to blood particle textures? I've tried doing this but all it did was make them not show up or make them fade away long before they were supposed to stop being spawned. I wanted to make the blood look like blood from newer games like Gears of War. Where the blood actually reflects light.

Get the latest on Perfected Doom 3 here - http://www.moddb.com/mods/perfected-doom-3-version-500