
DarkLord0912
Joined: Jan 17, 2009
Works on bigger and better things
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Posted: Jul 6, 2009 02:45 AM
Msg. 1 of 11
Okay I was working on my fist of rukt and Im trying to make a few new maps H2 Style :)
And I was learning about bitmaps ete and so I made a new bump map to replace my old one and a new thing I was researching illumination bitmap for my hammer u know the blueish glow's in various places on the hammer but?? Im not sure were u put them like I have my regular bitmap still but were do I put the bump and illumination map??
Under detail or multipurpose or reflection I wasn't real sure which on to put it under to achieve my goal :) ???
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new101
Joined: May 18, 2009
All for one and one for all
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Posted: Jul 6, 2009 03:04 AM
Msg. 2 of 11
bump map goes in detail map i believe but illumination mapping i thought was putting lime green on the multipurpose and assign the color in the tag
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anonymous_2009
Joined: Jun 13, 2009
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Posted: Jul 6, 2009 06:03 AM
Msg. 3 of 11
... i thought you said you have been studeing bitmaps? Well you should know that you cannot put bumpmaps on anything apart from BSP. It is all defined in the shader. Not bitmap. I don't know about the illumination, I think it does go into the multipurpose map.
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UnevenElefant5
Joined: May 3, 2008
its been fun yall, i'll never forget this site :')
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Posted: Jul 6, 2009 10:34 AM
Msg. 4 of 11
Quote: --- Original message by: Silent STRKR You can put bump maps on things other than the bsp if the shader is a shader_environment not a shader_model. While a shader_model is meant for weapons and biped and such but it can be switched out.
I'm not saying its recommended I'm just saying it's possible. I did that before, I used to only use shader_environments when I was new and knew nothing about them. It doesn't work though. Using a shader_environment on a model gets you pretty much the same result as using a shader_model
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DarkLord0912
Joined: Jan 17, 2009
Works on bigger and better things
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Posted: Jul 6, 2009 03:00 PM
Msg. 5 of 11
Wait so the illumanation map I cant use it?? Cuz bungie used a illumanation map u know the bluiesh parts that fade i and out on the hammer I cant use that??
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Donut
Joined: Sep 30, 2006
I swear I'm not actually dead
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Posted: Jul 6, 2009 03:08 PM
Msg. 6 of 11
that goes in the green channel of the multipurpose map
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DarkLord0912
Joined: Jan 17, 2009
Works on bigger and better things
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Posted: Jul 6, 2009 04:48 PM
Msg. 7 of 11
what do u mean?
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stennett
Joined: Dec 4, 2008
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Posted: Jul 6, 2009 05:28 PM
Msg. 8 of 11
Quote: --- Original message by: DarkLord0912 what do u mean? As far as i know, multipurpose maps (and most images) are in RGB (red green blue) format, meaning decent photo editing software can handle just showing you the red, green or blue channel.
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DarkLord0912
Joined: Jan 17, 2009
Works on bigger and better things
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Posted: Jul 6, 2009 05:32 PM
Msg. 9 of 11
Yeah but were do I put the new illumanation map I made does it combine with the multipurpose map or what??
I've always wanted to fix the non glowing spots on my hammer//...
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DarkLord0912
Joined: Jan 17, 2009
Works on bigger and better things
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Posted: Jul 6, 2009 06:43 PM
Msg. 10 of 11
So let me get this straight I can do an easy option and make it a shader_enviorment and add my illumanation map or!! Do shader_model multipurpose map then add green in the spots I need to glow and bam!!
Right?
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Jesse
Joined: Jan 18, 2009
Discord: Holy Crust#4500
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Posted: Jul 7, 2009 10:25 PM
Msg. 11 of 11
If you want to define some dots on the hammer to glow, you would need to edit the multipurpose map, and add Green where you want it to glow. Then go into the shader tag and find the illimumination tab and set the color you want it to glow.
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