Talk:$ssbump

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Revision as of 11:55, 20 January 2009 by TheBestFlash (talk | contribs)
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I believe this is the only "tutorial" out so far on how to make SSBump textures: http://forums.facepunchstudios.com/showthread.php?t=529746 --Wunderboy 13:31, 17 Sep 2008 (PDT)

Tony Sergi said the tools for making ssbumps aren't fully added into the sdk yet. (On HLCoders list) asked about it a while ago. They did add the blend modulate texture article though ^.^ --JakeB 14:21, 17 Sep 2008 (PDT)
There is another tutorial here http://www.freewebs.com/flashsjunk/ssbumping.htm I wrote the tutorial and it discusses using 3D rendering packages (such as TrueSpace) to create ssbump textures from normal maps or 3D objects. It also explains how to use a program that I wrote that converts normal maps into SSBump maps and contains a link to the program. You can add a link to the tutorial from the $ssbump page or use information from it if you would like. --TheBestFlash 15:38, 18 Jan 2009 (MST)
Looked at your tut, it's fairly good, but a bit complex. I've been working on a tutorial myself, getting it easier and easier. Plus you're method doesn't properly calculate Occlusion either. Currently using Xnormal is far efficient, and only requires the use of that program, and another to generate a Heightmap. Otherwise you can use VTF edit for all the importing and such.--Gear 05:21, 20 January 2009 (UTC)
Alright, I look forward to seeing your tutorial on Xnormal. The only time I have used Xnormal was when I followed the instructions in the currently posted tutorial, and I felt that method was too time consuming. I wrote my program to quickly batch generate simple SSBump maps from Normal maps, and I never used code to calculate Occlusion. The code I wrote just creates a simple estimation. Your more efficient Xnormal method would probably be better than my program for detailed SSbump maps. --TheBestFlash 11:54, 20 Jan 2009 (MST)
The exe you made doesn't work strong enough tho. It produces weak ssbumps, I tested it on Valve's textures using ssbumps and compared, your tool makes weaker ones. You should add an option to make it stronger. --Craziestdan 05:58, 20 January 2009 (UTC)
I'm sorry, but what do you mean by not strong enough? Do the surfaces seem flat? It could be the normal maps used by VALVe. I've gotten decent results using bump maps generated by a program called [Insane Bump]. This program turns pictures into normal maps that seem 'bumpier' than some other tools that I have seen. I'll see if there is a way that I could enhance the input normal maps before creating the ssbumps. --TheBestFlash 11:54, 20 Jan 2009 (MST)
I'll work on getting that tut out today maybe, hopefully I won't get so busy.--Gear 06:16, 20 January 2009 (UTC)

When could we use this?

Can we use this on the first Source engine or only on Source 2007?

Orange Box only, will add that. --TomEdwards 12:38, 21 Sep 2008 (PDT)
Perfect, thanks. --Erwaitin 27 Sep 2008

Speach marks for paths

they don't have to...I don't know why we're using them in QCs. (Edit msg from TomEdwards)

Ahh, your right actually. I was basing this of VTFEdit, whenever I don't have the speach marks it'll give an error, so I assumed it was right. :P --Craziestdan 10:51, 10 Jan 2009 (PST)