View Issue Details
ID | Project | Category | View Status | Date Submitted | Last Update |
---|---|---|---|---|---|
0005718 | The Dark Mod | Feature proposal | public | 20.08.2021 20:00 | 22.09.2023 10:46 |
Reporter | Bikerdude | Assigned To | |||
Priority | normal | Severity | normal | Reproducibility | N/A |
Status | new | Resolution | open | ||
Platform | PC | OS | Windows | OS Version | 10 |
Product Version | TDM 2.10 | ||||
Summary | 0005718: Vertex blended model material unable to support two bumpmaps. | ||||
Description | As Greebo added a new function into DR 2.14 for exported .LWO models to retain vertex colours (blend data for vertex blended models) - - https://bugs.thedarkmod.com/view.php?id=5717 I figured it would be a good idea if support for more than one bump map's could be added for vertex blended models to the core mod. As it is, the mapper can only choose one atm, so blended models will look odd if the mapper isn't careful. | ||||
Additional Information | Here is an example blend material I made for NHAT4, no matter what I tried only tecond bump-map was ever shown in-game - textures/blend/cave_gravel_blend { qer_editorimage textures/darkmod/stone/natural/grey_cracked_001_ed surftype15 description "stone & gravel blend texture" // Vertex colour stage { blend diffusemap map textures/darkmod/stone/natural/grey_cracked_001 VertexColor } { blend bumpmap map textures/darkmod/stone/natural/grey_cracked_001_local (this bump-map 'is not' recognised by the engine) VertexColor } // Inverse Vertex colour stage { blend diffusemap map textures/darkmod/nature/dirt/stones_sand01 InverseVertexColor scale 3,3 } { blend bumpmap map textures/darkmod/nature/dirt/stones_sand01_local (this bump-map 'IS' recognised by the engine) InverseVertexColor scale 3,3 } } | ||||
Tags | No tags attached. | ||||
Ah, I just noticed: grey_cracked_001__local has two underscores... It should be: grey_cracked_001_local |
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Corrected typo above, but this doesn't fix/effect the issue. The game will only recognise one bump-map per blended material. | |
All we need to do is have the bumpmap at the beginning of each vertex stage in the material def and only assign the 'vertex' and 'inversevertex' lines to the diffuse/specular stages. And on a side note we can add specular maps to the vertex stages aswell. |
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I have a attached a test map so the team can get users to test this on low end GPU's such as Intel Arc or ATi/Amd to make sure it looks and works ok. | |
Date Modified | Username | Field | Change |
---|---|---|---|
20.08.2021 20:00 | Bikerdude | New Issue | |
20.08.2021 20:10 | Bikerdude | Relationship added | related to 0005717 |
20.08.2021 20:12 | Bikerdude | Description Updated | |
21.08.2021 01:02 | nbohr1more | Note Added: 0014308 | |
21.08.2021 09:46 | Bikerdude | Additional Information Updated | |
21.08.2021 09:49 | Bikerdude | Note Added: 0014309 | |
02.01.2022 12:36 | nbohr1more | Relationship added | related to 0005862 |
06.08.2022 10:23 | Bikerdude | Product Version | TDM 2.09 => TDM 2.10 |
19.09.2023 15:35 | Bikerdude | Note Added: 0016068 | |
19.09.2023 15:35 | Bikerdude | File Added: after.png | |
19.09.2023 15:35 | Bikerdude | File Added: before.jpg | |
19.09.2023 15:35 | Bikerdude | File Added: image.png | |
22.09.2023 10:46 | Bikerdude | Note Added: 0016078 | |
22.09.2023 10:46 | Bikerdude | File Added: before.png | |
22.09.2023 10:46 | Bikerdude | File Added: after-2.png | |
22.09.2023 10:46 | Bikerdude | File Added: BlendTest.7z |