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Is it possible to make new bitmaps

Posted: Sat Dec 15, 2007 7:28 pm
by hollow121314
is it possible to create a new bitmap and make it the bumpmap of a different texture (adding a bumpmap to an existing bitmap)

Posted: Sat Dec 15, 2007 9:14 pm
by Pepsi
you cant add a bump to a bit unless there is a slot for it already. to do that you need to go into CE.

example:
"metal panels generic ext" does not have a bump map for it. it is its own texture alone. in order to add a bump to it you have to find a texture combo that does have a bit/bump to compliment each other and swap them meta style in the shader environment branch.

if what you were asking was possible we would have bump mapped the hogs in PC by now :wink:

Posted: Sat Dec 15, 2007 9:23 pm
by hollow121314
man i dont like map making in CE everything seems a lot more confusing

Posted: Sat Dec 15, 2007 9:43 pm
by Pepsi
CE map making is the future of PC modding. get used to it now or fall behind.

Posted: Sat Dec 15, 2007 10:06 pm
by Mr.Brightside
pepsi711 wrote:CE map making is the future of PC modding. get used to it now or fall behind.
qft.

Posted: Sun Dec 16, 2007 5:36 am
by SL!P
Frig

I absolutely hate CE

Posted: Sun Dec 16, 2007 6:07 am
by Philly
I've just been thinking about this. There are various 'unfilled' bitmap dependancies under any given shader in a map. One of them is the bump map. I reckon you could duplicate a shader and a few bitmaps, then use my magic bitmap thingy method to get anything bumpmapped. Infact, I'd be willing to give it a try.

Posted: Sun Dec 16, 2007 8:14 am
by hollow121314
nice thought, yeah i hate CE i get many errors when i try to mod something, my recompiling never works, after i mod theres no changes....man i can go on for ever.

Posted: Sun Dec 16, 2007 8:38 am
by Philly
I will teach you how to duplicate if you like. :P

yeah

Posted: Sun Dec 16, 2007 9:39 am
by CallmeFunky
dont get angry with me but i think if theres some way to do it in HPC, then do it. if you do CE>PC that may be easier, but i think youll get more respect for staying in PC

Posted: Sun Dec 16, 2007 12:59 pm
by conure
Philly wrote:I've just been thinking about this. There are various 'unfilled' bitmap dependancies under any given shader in a map. One of them is the bump map. I reckon you could duplicate a shader and a few bitmaps, then use my magic bitmap thingy method to get anything bumpmapped. Infact, I'd be willing to give it a try.
Fun fact:
bump maps only exist under the senv tag class. Dependency 6 in the senv tag is the bumpmap dependency.

Also vehicles have been bumpmapped before in the past, but it was found not to be good due to the fact you give up thing liek the multipurpose for that object.

Posted: Sun Dec 16, 2007 1:14 pm
by Philly
conure wrote:
Philly wrote:I've just been thinking about this. There are various 'unfilled' bitmap dependancies under any given shader in a map. One of them is the bump map. I reckon you could duplicate a shader and a few bitmaps, then use my magic bitmap thingy method to get anything bumpmapped. Infact, I'd be willing to give it a try.
Fun fact:
bump maps only exist under the senv tag class. Dependency 6 in the senv tag is the bumpmap dependency.

Also vehicles have been bumpmapped before in the past, but it was found not to be good due to the fact you give up thing liek the multipurpose for that object.
ORLY?
Why not just change the tag class to 'senv'? I'm sure there is a shader out there that has a multipurpose, base bitmap, detail map, cubemap and bumpmap.

Posted: Sun Dec 16, 2007 1:23 pm
by conure
Ya so you are gona use what?

shader_enviorment - no multi
shader_model - no bump
shader_transparent_water - transparent shader variant (no multi, and uses specular map)
shader_transparent_plasma - transparent shader variant
shader_transparent_glass - transparent shader variant
shader_transparent_meter - transparent shader variant
shader_transparent_generic - transparent shader variantt
shader_transparent_chicago - transparent shader variant
shader_transparent_chicago_extended - transparent shader variant

Good luck with all of that, and remember just because you change the tag class doesnt mean it makes it works.
If the 6th dependency is at 0xc4 in senv and the 6th in soso is at 0x32, well then you got some problem coming.

Posted: Sun Dec 16, 2007 2:05 pm
by Philly
Dont worry, I'll figure it out. :P

Posted: Sun Dec 16, 2007 2:18 pm
by Andrew_b
SL!P wrote:Frig

I absolutely hate CE
Why, because tool moderates you so you dont make total crap?