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BUMP in RX

Postby lakimakromedia » Thu Jan 31, 2013 1:12 pm

Hi,
anybody know why bump map work in RX (or blending of two textures] but in original format not?

L.
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Re: BUMP in RX

Postby eno72 » Thu Jan 31, 2013 6:29 pm

the RX plugin, as in blackf's intentions, was designed to replace the original graphic engine. Actually the plugin does all the graphics and some shaders were included, like reflectivity, blending and bump maps. Also some shadowing is already included (own terrain shadows but not objects shadows or cast shadows).
Then it was not finished and, as everybody knows, it supports only crisp clear dry conditions and does not support moveable objects, animations, replays...

Original RBR graphics include 4 layers (or shaders if you like) for each mesh: diffuse, reflectivity, blending and shadows. The problem is that Wallaby can support only one layer because it uses .x files. So only the diffuse bitmaps are used. Nobody figured out how to successfully import reflectivity and blending into Wallaby. If one opens an original track in Wallaby, the reflectivity layer can be seen and toggled on and off. But blending is not visualized in wallaby.
Shadows on new tracks are made as a final step through a remote program running on Wally's pc.
Bump maps are not present in the original game shaders.

This is the situation : Sailor :
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Re: BUMP in RX

Postby lakimakromedia » Thu Jan 31, 2013 11:15 pm

Thank Yo for explanation ! :)
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Re: BUMP in RX

Postby Lamda » Fri Feb 01, 2013 10:38 am

RX plugin have same limitations as original (4 mapchanel/layer). But RX use dynamic shadow and not a layer/mapchanel. So it can use bumpmaping for free mapchanel/layer.

If you find a way to transfer more layer/mapchanel you will the hero of trackmaker :D. But for me bumpmapping is less important, second texture mapchannel for blending textures would be the holy gral.

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Re: BUMP in RX

Postby eno72 » Fri Feb 01, 2013 12:59 pm

reflectivity would already add some more "modern" visuals, original tracks use it only for the road I think.
I also noticed in wallaby that there is a second low poly ground mesh just underneath the usual one. Is that used for blending? :o.O:

Any chance that workerbee has a look inside these issues? :aa:
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