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Bumpmapping in lightmaps will ONLY work on Q3 levels. Which isn't much of a problem anyway because later this year Q3 goes open source along with its map formats. Bumpmapping won't work on other level types OR on normal models. (Unless someone adds it in of course... ie. Irrlicht 0.7)
2.8GHz P4 with HT - 512MB DDR - ATI Radeon 9600XT 256MB - Windows XP - VC++ 6 and VC++ 2003
He said , that there's a way to load quake maps with
bumpmapping without changing anything in the engine
that's all...
Do you think it's possbile to change the engine so that
it can use bumpmaps?
Wow... This is turning into a pretty big discussion
The bumpmapping only works on Quake 3 levels because it's precalculated bumpmapping done by the Q3Map2 Compiler As a result it isn't affected by dynamic lights and technically shouldn't cause much of a slowdown because it's precalculated. Plus it'll even work on systems that don't normally support bumpmapping. The reason why you have to hack support is that normally it requires shaders. Of course Irrlicht doesn't use shaders so I hacked the map loader to use a default texture where it would normally use a shader. It isn't perfect but it is a good start. I was supprised myself when it worked too. If there really is alot of demand for this (esp. considering Q3 is now going open source ) then i could try to get a demo done. At the least it'd be a phat download cause the BlackTown map ain't small and it's the best example map I have.
2.8GHz P4 with HT - 512MB DDR - ATI Radeon 9600XT 256MB - Windows XP - VC++ 6 and VC++ 2003