Bumpy brightness issue

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RedSnappa
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Bumpy brightness issue

Post by RedSnappa »

Which settings should I adjust to solve this problem?
ICN4.jpg
[LCDLC]Snappa
LCDLC Mapmaking Dept.
Maps finished: Hellhouse, Sorry, Worrior 1-20
Maps modded: CubeOrigin
Maps in release candidate: Blockforts, Cannons 1, Hotzone, Icecastle
Maps in beta: Arctica, Cannons 2, Cerulean-River, Igloo, Skygarden, Spacestation
Maps in alpha: Merlin, Totem

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Rylius
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Re: Bumpy brightness issue

Post by Rylius »

Increase the transparency of your normal/bump maps. A lot.
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Rayne
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Re: Bumpy brightness issue

Post by Rayne »

No, don't touch the transparency. You don't have an alpha channel at all on that thing, and if you do it's way wrong.
You need a high contrast alpha channel that is derived from the diffuse map.
Alpha channel serves as a filter, it determines which part of the normal map is reflective and which isn't.
What kind of a texture is that anyway, i can't make out anything from all the bloom you're using.

RedSnappa
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Location: North Carolina (USA)

Re: Bumpy brightness issue

Post by RedSnappa »

Those are supposed to be ice bricks. I basically just compiled with radbump and ran it on 4.2 bumpy build without touching any settings. These textures have normal maps and bump maps.
[LCDLC]Snappa
LCDLC Mapmaking Dept.
Maps finished: Hellhouse, Sorry, Worrior 1-20
Maps modded: CubeOrigin
Maps in release candidate: Blockforts, Cannons 1, Hotzone, Icecastle
Maps in beta: Arctica, Cannons 2, Cerulean-River, Igloo, Skygarden, Spacestation
Maps in alpha: Merlin, Totem

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Rayne
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Re: Bumpy brightness issue

Post by Rayne »

Show me the texture. You don't need much reflectiveness on them.

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xandaxs
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Re: Bumpy brightness issue

Post by xandaxs »

Do you have any _surfacelight on the shader?
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RedSnappa
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Re: Bumpy brightness issue

Post by RedSnappa »

This was converted from .tga to .jpg:
icebrick.jpg


The shader I used was:

textures/ICN_beta3/icebrick
{
qer_editorimage textures/ICN_beta3/icebrick.tga
surfaceparm slick
{
map textures/ICN_beta3/icebrick.tga
rgbgen identity
}
{
map $lightmap
blendfunc filter
}
}
[LCDLC]Snappa
LCDLC Mapmaking Dept.
Maps finished: Hellhouse, Sorry, Worrior 1-20
Maps modded: CubeOrigin
Maps in release candidate: Blockforts, Cannons 1, Hotzone, Icecastle
Maps in beta: Arctica, Cannons 2, Cerulean-River, Igloo, Skygarden, Spacestation
Maps in alpha: Merlin, Totem

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Rayne
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Re: Bumpy brightness issue

Post by Rayne »

The shader is fine, the glow you can see is cause of a combination of bloom and a very shiny normal map.

The diffuse map looks really noisy, ice block would have a smooth surface with cracks in them.
I'll try to make you one later.

RedSnappa
Posts: 323
Joined: Sun Aug 21, 2011 12:10 pm
Location: North Carolina (USA)

Re: Bumpy brightness issue

Post by RedSnappa »

The bump map was probably offset too much as well, which made it look rough in the picture. Should I darken the normal maps?
[LCDLC]Snappa
LCDLC Mapmaking Dept.
Maps finished: Hellhouse, Sorry, Worrior 1-20
Maps modded: CubeOrigin
Maps in release candidate: Blockforts, Cannons 1, Hotzone, Icecastle
Maps in beta: Arctica, Cannons 2, Cerulean-River, Igloo, Skygarden, Spacestation
Maps in alpha: Merlin, Totem

RedSnappa
Posts: 323
Joined: Sun Aug 21, 2011 12:10 pm
Location: North Carolina (USA)

Re: Bumpy brightness issue

Post by RedSnappa »

I have a new texture for the ice bricks, so I don't need you to make me one. I added alpha channels to my normal maps, which has managed to reduce the shininess, but it is still far too much. Anything you can suggest to reduce all that reflection is much appreciated.
[LCDLC]Snappa
LCDLC Mapmaking Dept.
Maps finished: Hellhouse, Sorry, Worrior 1-20
Maps modded: CubeOrigin
Maps in release candidate: Blockforts, Cannons 1, Hotzone, Icecastle
Maps in beta: Arctica, Cannons 2, Cerulean-River, Igloo, Skygarden, Spacestation
Maps in alpha: Merlin, Totem

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