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decapod
Building GWR Highworth Branch 1917-1926
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Post by decapod »

The specular bump mapping works - I have used it on both the C14 and Remebrance I released recently.

It is basically the same as glossmap, but use SpecularBumpmap shader.
You need an extra bump map texture, formatted as a UV offset map (can be generated by tools from a greyscale height map)
and an extra uv_op_copy group is needed in the new light_model_cfg, before the uv_reflectmap.
There is also a change to the sub_object header from 000001C4 to 000003C4

Specular Bumpmapping only works with solid texture files, no alpha/transparency.

I'll try and get it written down some time, before then, if you need a sample S file, drop me an e-mail.
DECAPOD
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myles
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Post by myles »

decapod wrote: It is basically the same as glossmap, but use SpecularBumpmap shader.
You need an extra bump map texture, formatted as a UV offset map (can be generated by tools from a greyscale height map)
and an extra uv_op_copy group is needed in the new light_model_cfg, before the uv_reflectmap.
There is also a change to the sub_object header from 000001C4 to 000003C4

Specular Bumpmapping only works with solid texture files, no alpha/transparency.
ZA? :-? I probebly spake for many users when I say, what on eart does all that mean!

Nice to know it works though. :wink:
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decapod
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Post by decapod »

Exactly :) - not the sort of thing I really want to explain in great detail because of the potential to screw up - I like to keep my spare time spare.

I'm not sure we really need all this extra stuff for MSTS with KRS due "soon" (Auran trademarked word) - hopefully thier tools will do all this for us.
DECAPOD
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CaptainBazza
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Attn: Paul G. (decapod) query

Post by CaptainBazza »

Also just below this for each distance level, add one to the first parameter of the following lines and add the new shader sequence and new light model cfg sequence as the last parameter.

subobject_shaders ( 3 0 1 2 )
subobject_light_cfgs ( 2 0 1 ) 0
Paul, I was going fine until I got to step 9 in your tutorial, then I got stumped - completely.

This is the sequence from the first two sub_object_headers in my shape file:

subobject_shaders ( 1 0 )
subobject_light_cfgs ( 1 0 ) 1

and

subobject_shaders ( 1 0 )
subobject_light_cfgs ( 1 0 ) 2

etc,

Please explain how I edit these so I have a clue how continue this intriguing project; and many thanks, BTW, for adding yet another wrinkle to MSTS, or should that be, my brow. :lol: :o
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decapod
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Post by decapod »

I suspect you got further than most people :)
Basically, if you had one shader to start with and added one (Step 1) the new shader is No 1

So the first change to both should be:

subobject_shaders ( 2 0 1 )

This means there are 2 shaders used by this object, 0 and 1
(my example had 2 shaders to start with)

Ignore the 1 and 2 on the end of the next line (just leave it there)
All current exporters only use 1 light cfg, and you added one in step 5, so the next line is treated similarly:

subobject_light_cfgs ( 2 0 1 ) 1

and

subobject_light_cfgs ( 2 0 1 ) 2

Let us all know if you manage to get it working :)
DECAPOD
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CaptainBazza
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Post by CaptainBazza »

Let us all know if you manage to get it working
**

Thanks very much Paul, I'd hit a brickwall (not bumpmapped) and you've opened the gate....for me.

**You can visit me in the boobyhatch, they might even let you feed me, just watch out for the drool..
:P
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\./
PS I suspect I have a slight advantage, using the manual method of converting from mesh to shape and dabbling with the shape file...means I know my way around some parts...and when to leave well alone (sometimes).
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