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l SINERGY l
August 13th, 2007, 10:54 PM
I wrote this tut for my site h2vmods.com but I though I might as well post it here to.

Tutorial By: l SINERGY l
Credit To: et_cg for showing me how to do this.

Requirments

- Halo 2 Vista
- Photoshop

1. Go to your texture that you want to make a bump map for. For me it's a concrete wall for the map Tombstone.

http://i78.photobucket.com/albums/j88/ll_JAY_ll/Clipboard01-1.png


2. Create a copy of it and then add "_bump" to it's name just so we know which one is which.

http://i78.photobucket.com/albums/j88/ll_JAY_ll/Clipboard02-2.png


3. Open the file that we just created up in photoshop and desaturate it and then save it.

http://i78.photobucket.com/albums/j88/ll_JAY_ll/Clipboard03-2.png

http://i78.photobucket.com/albums/j88/ll_JAY_ll/Clipboard05-1.png

http://i78.photobucket.com/albums/j88/ll_JAY_ll/Clipboard07-1.png


4. Go ahead and compile the bitmap and then open it up in guerilla.

http://i78.photobucket.com/albums/j88/ll_JAY_ll/Clipboard08.png

http://i78.photobucket.com/albums/j88/ll_JAY_ll/Clipboard09-1.png


5. As you can see in the picture above if you click on view bitmap it'll still be gray. We need to change this. Start off by changing the Format from "Color-key Transparency" to "32-Bit Color".

http://i78.photobucket.com/albums/j88/ll_JAY_ll/Clipboard10-1.png


6. Now move down to the Usage Flags section. Here you need to change the Usage from "Default" to "Height Map" and then check off "Disable Height Map Compression".

http://i78.photobucket.com/albums/j88/ll_JAY_ll/Clipboard1234.png


7. The last thing we need to do is go to the Postprocessing area and change the "Bump Height" to 10. I haven't messed around with this number much but 10 seems to be fine.

http://i78.photobucket.com/albums/j88/ll_JAY_ll/Clipboard14-1.png


8. Save the bitmap and then recompile.

http://i78.photobucket.com/albums/j88/ll_JAY_ll/Clipboard15-1.png

http://i78.photobucket.com/albums/j88/ll_JAY_ll/Clipboard17.png


9. Open the bitmap up in guerilla again and view it. It should now look like a bump map:

http://i78.photobucket.com/albums/j88/ll_JAY_ll/Clipboard25-1.png

10. That's all! Now just set your shader up to use it and you're all set :).

Here's a pic of that same texture I used ingame:

http://i78.photobucket.com/albums/j88/ll_JAY_ll/bump_test.png

Con
August 13th, 2007, 11:21 PM
Good tutorial that should help the beginners understand that they have to recompile bitmaps to get certain traits. I'll +rep you when able

Bastinka
August 13th, 2007, 11:28 PM
Nice tut. +rep

Skyline
August 14th, 2007, 08:49 AM
Nice +rep. Any ingame shots of how it turns out?

l SINERGY l
August 14th, 2007, 01:03 PM
Nope but I can do that right now I guess :).

Dark Zebth
August 14th, 2007, 08:46 PM
Haha! Thanks. The only thing I wish I knew how to do is how to make a shader. They had a little tutorial in the help section of the Halo 2 Map Editor but, eh, it sort of confusing. Well, choosing the right shader template is hard. Anyways, thanks for the tutorial.

Ki11a_FTW
August 14th, 2007, 11:07 PM
Nice!! plus rep

l SINERGY l
August 15th, 2007, 01:58 AM
Thanks guys :)

DaneO'Roo
August 15th, 2007, 02:21 AM
Um, those aren't proper bumps, those are greyscaled diffuse textures :/

The reason Crowpaths bumps look so good is because he does them properly. Repaints the texture in grey scale, pretty much.


Heres what a bump should look like:

Diffuse:
http://img217.imageshack.us/img217/2627/shalecliffrocknq5.jpg

Bump:
http://img528.imageshack.us/img528/1664/shalecliffrockdetailedbio3.jpg

I painted the bump map FIRST, and made the diffuse texture using it. Best way IMO.

However, when making a bump from an allready made diffuse, desaturate it as Sinergy said, but up the contrast, and really accentuate parts that would normally stick out, and make sure things act as they should. Using burn/dodge plus blurring is a quick easy way to do this. You don't want it overly noisy ingame.