Just a quickie.
I thought I'd try applying bump mapping filters to the ship textures
and a little colour/lightness changes too.
Gotta say, I feel a full cutomisation coming on...
'If you're gonna pimp. Use the GIMP !'
Bump Mapping
Moderators: winston, another_commander
Yes. I simply opened the Cobra mk3 textures with GIMP and applied the bump map filter. This simply changes the visual appearance (more gnarly/pitted) and does not effect texture functionality s far as I can see..Selezen wrote:Are these filters visible on the final texture?
I just ask because I know that Oolite does not support bump maps (yet).
I guess you could experiment with many other filters too and see how it goes.
- CWolf
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Hmmm, my understanding of bump mapping was that the 2d texture would act like a 3d one with the lighting... So if you had an image of a tower (top view) then it's "shadow" would move around as if you were looking down on a 3d object...
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- aegidian
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Bump mapping
Bump mapping affects the way light is reflected from a flat surface by altering the angle at which the surface reflects/diffuses the light across a texture according to the colours of the texture.
One example might be to take the red, blue and green values of a point on the texture and interpret them as x, y and z values of the normal vector to the surface at that point for the purpose of calculating lighting.
For Oolite to add bump mapping I'd have to rewrite the engine to consider two textures for each surface and to use an OpenGL extension to apply the texture to the lighting calculations. It'd look good on high end machines, but for the moment it's not one of my priorities.
You can 'fake' bump mapping by applying bas-relief style shadowing to an existing texture. This won't look so good as 'real bump mapping' but it's a good way to improve a texture's quality.
One example might be to take the red, blue and green values of a point on the texture and interpret them as x, y and z values of the normal vector to the surface at that point for the purpose of calculating lighting.
For Oolite to add bump mapping I'd have to rewrite the engine to consider two textures for each surface and to use an OpenGL extension to apply the texture to the lighting calculations. It'd look good on high end machines, but for the moment it's not one of my priorities.
You can 'fake' bump mapping by applying bas-relief style shadowing to an existing texture. This won't look so good as 'real bump mapping' but it's a good way to improve a texture's quality.