normal/parallax on maps/levels

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omaremad

normal/parallax on maps/levels

Post by omaremad »

i know this isnt new but many people includeing me want this
since they got strange result when using diffuse maps aswell

all u have to do is miss out the colortexture :wink:

Code: Select all

   video::ITexture* normalMap = driver->getTexture("Roof03.jpg");	
    driver->makeNormalMapTexture(normalMap, 30.0f); 
    q3node->setMaterialTexture(1,	normalMap);	
    q3node->getMaterial(0).EmissiveColor.set(0,0,0,0);	
    q3node->setMaterialFlag(video::EMF_FOG_ENABLE, true);	
    q3node->setMaterialType( video::EMT_PARALLAX_MAP_SOLID);
           q3node->setPosition(core::vector3df(0,0,0)); 
Guest

Post by Guest »

but how to do it when a level mesh contains several textures that are not assigned in code? they would all use the same normal map, wouldnt they o.O ?

i think parralax/normal mapping is fine, but if we can not use them right ...
omaremad

Post by omaremad »

yeah sadly the y all use the same normal map for now unless we edit the mesh loader
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