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[ CougAr's Idiot Proof Costum Bumpmapping Guide ]

Posted: Fri Dec 14, 2007 7:10 am
by JacksonCougar
[ CougAr's Idiot Proof Costum Bumpmapping Guide ]
  1. [ Programs Needed ]
    Entity UE V1.6
    [ Direct Download ]
    Adobe Photoshop CS2 (30 Day Trial) OR Gimp
    [ Photoshop Download ] [ Gimp Download ]
    NVIDIA Normal Map Filter OR Gimp Normalmap Filter
    [ Photoshop Download ] [ Gimp Download ]


    [ Extracting Bumpmaps ]
    [Step 1.] Open Entity UE V1.6
    • Image
      [Fig 1.0]
    [Step 2.] Press "File --> Open Map"
    • Image
      [Fig 1.0]
    [Step 3.] When map finishes loading go to the "bitm" tag
    • Image
      [Fig 1.0]
    [Step 4.] Scroll down until you see a bumpmap you want.
    • Image
      Image
      [Fig 1.0] Bumpmaps will end in either a '_bump' or '_bmp'
    • Image
      [Fig 1.0]
    [Step 5.] Press the Image button and select "save bitmap" from the drop-down menu.
    • Image
      [Fig 1.1]
    [Step 6.] Choose a good descriptive name for the bumpmap and make sure you are saving to a place where you can find the bumpmap.
    [Step 7.] Congratulations! You've just extracted a bumpmap...


    [ Creating Bumpmaps ]
    [Step 1.] Open Gimp or Photoshop.
    [Step 2.] Press "File --> Open".
    • Image
      [Fig 1.0]
    [Step 3.] Find an image that you want to convert to a costum bumpmap and open it.
    [Step 4.] In order for an image to become a bumpmap it must be a black and white image.
    In photoshop go to "Image --> Adjustments --> Hue/Saturation".
    In Gimp go to "Tools --> Color Tools --> Hue-Saturation".
    [Step 5.] Slide the "saturation" slider all the way to the right to make the image into a black and white image.
    [Step 6.] You may want to adjust the contrast of your image to make certain spots appear deeper and others higher.
    In Photoshop go to "Image --> Adjustments --> Brightness/Contrast".
    In Gimp go to "Tools --> Color Tools --> Brightness-Contrast".
    [Step 7.] You may also want to blur your image slightly to make the "bumps" appear more smooth.
    In Photoshop go to "Filter --> Blur --> Gaussian Blur".
    In Gimp go to "Filter --> Blur --> Gaussian Blur".
    [Step 8.] Flatten your image now to avoid some future problems.
    In Photoshop go to "Image --> Flatten Image".
    In Gimp go to "Image --> Flatten Image".
    [Step 9.] Now its time to make our image into a bumpmap.
    In Photoshop go to "Filter --> NVIDEA Tools --> Normalmap".
    In Gimp go to "Filter --> Map --> Normalmap".
    [Step 10.] Play around with the settings; you can get a range of different effects.
    • Image
      [Fig 2.0] Some different settings can make different parts of an image "pop" out or "dip" in.
    [Step 11.] When you are satisfied with your new bumpmap click "OK" to accept the changes.
    [Step 12.] Press "File --> Save As"
    [Step 13.] In the save dialog box make sure you save as a .DDS file.
    [Step 14.] In the pop-up box that comes up select the following settings:
    In Gimp save as a "RGBA8" format.
    In Photoshop save as a "8:8:8:8 32bit" format.
    • Image
      [Fig 2.1] Gimps .DDS options box.
    [Step 15.] Congratulations! You have just created a costum bumpmap...


    [ Injecting Bumpmaps ]

Re: [ CougAr's Idiot Proof Costum Bumpmapping Guide ]

Posted: Fri Oct 03, 2008 3:17 pm
by xXF3RcHoXx
nice tut though, but you should include how to properly inject them :D

EDIT: oh, god, i created my first bumpmap,i'll see how it looks in-game

Re: [ CougAr's Idiot Proof Costum Bumpmapping Guide ]

Posted: Sat Oct 04, 2008 12:13 am
by xxpenguinxx
I can never get the bump map to work on injected models. And I am putting it in the right spot in the shader and I'm checking in height map. And I'm using a duplicated bump map.

Re: [ CougAr's Idiot Proof Costum Bumpmapping Guide ]

Posted: Sat Oct 04, 2008 12:20 am
by JacksonCougar
Theres no information in injected models for bumpmaps to work.

Re: [ CougAr's Idiot Proof Costum Bumpmapping Guide ]

Posted: Sat Oct 04, 2008 12:26 am
by DemonicSandwich
A bumpmap works by applying false shadows to the model....and what was that issue we have with injected models?

Re: [ CougAr's Idiot Proof Costum Bumpmapping Guide ]

Posted: Sun Oct 05, 2008 1:20 am
by socrates
just so you know its "custom", idk if you realized that yet or if you have time/patience to go back and edit it but it appears in multiple places in your tutorial and doesn't exactly look good

Re: [ CougAr's Idiot Proof Costum Bumpmapping Guide ]

Posted: Sun Oct 05, 2008 3:56 pm
by Click16
Ive gotten custom bumpmaps to work on injected models... maybe your not linking it right. this is what i will do:

Create model (Ex. modified SMG)
Use 3ds to unwrap the UV map and save it
open photoshop UV map the model then save it as what ever format it needs to be (Ex. DXT5)
Take the UV bitmap and bump map it using the normal map filter keep it open
go to entity, duplicate the flag base shader name it what ever it needs to be
find an appropriate bitmap (Sniper rifle) and duplicate it and name it what ever then duplicate its bump map
inject the uv map over the duplicated bitmap then find the bump map you duplicated and find the format and save it in photoshop and inject over it in entity. link the shaders and TaDa! if you dont get it then use this
______________________________
video: Video Download
model + shader and bitmaps:Tag(extract to C:/)

Re: [ CougAr's Idiot Proof Costum Bumpmapping Guide ]

Posted: Sun Oct 05, 2008 5:51 pm
by JacksonCougar
lul.

Re: [ CougAr's Idiot Proof Costum Bumpmapping Guide ]

Posted: Sun Oct 05, 2008 5:58 pm
by Click16
ugh... what's funny? (Its probably something obvious that I'm missing)

Re: [ CougAr's Idiot Proof Costum Bumpmapping Guide ]

Posted: Sun Oct 05, 2008 6:19 pm
by JacksonCougar
Bumpmaps do not work on injected models from entity. Period. You might get a ghosting effect, but its not correct per pixel lighting/shadowing.

Re: [ CougAr's Idiot Proof Costum Bumpmapping Guide ]

Posted: Sun Oct 05, 2008 10:24 pm
by Dragonfire
Detailed models are just better anyways :p

Re: [ CougAr's Idiot Proof Costum Bumpmapping Guide ]

Posted: Sun Oct 05, 2008 10:26 pm
by JacksonCougar
No... no... no... I don't think that is the case actually.