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Re: Tut on Bump Mapping [message #328189 is a reply to message #327979] Mon, 28 April 2008 18:53 Go to previous message
Blazea58 is currently offline  Blazea58
Messages: 408
Registered: May 2003
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There is many different ways to bump map for renegade. If you were going for water it would be best with 2 passes so you can have the reflect also.

And if you want a decent effect without doing much, just hit M, use one pass like normally , get your texture in display, then change the shader type to edge and in the arg box type: UseReflect=True
and/or UPerSec= or VPerSec= if you wanted it to scroll a tiny bit.

Here i copied this from an old post i had, makes it easier so you dont gotta dig around for it.

First you need these 3 textures

http://i175.photobucket.com/albums/w125/Blaze558/water_texture.jpg

http://i175.photobucket.com/albums/w125/Blaze558/bump_water.jpg

http://i175.photobucket.com/albums/w125/Blaze558/SpecularMapZ.jpg

Then make a plane, Press M and setup 2 passes, do the 2nd pass changes first, then when done that apply the stage 1 texture and its settings.

http://i175.photobucket.com/albums/w125/Blaze558/First.jpg
BumpRotation=0.3

http://i175.photobucket.com/albums/w125/Blaze558/First1.jpg

http://i175.photobucket.com/albums/w125/Blaze558/First2.jpg

http://i175.photobucket.com/albums/w125/Blaze558/First3.jpg

Also if you have level edit i highly suggest you go into C:Program files/ Renegade Public Tools/ How to/ W3d tutorials/Content/Vertex Material. That will explain all the types of settings allowed within renx and ren.



http://i175.photobucket.com/albums/w125/Blaze558/ECW_WebBanner1.jpg

[Updated on: Mon, 28 April 2008 18:54]

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