also when making the bumpmapped version i now understand to make it on the "_n.png" do i do it before or after the normal map or does it really matter. in fact what would you prefer?
Ok, so I found that this whole time it worked with the shaders RudoPlays:
But it's not very good looking...
I thought it only worked with SEUS?
Edit: In fact, with SEUS, when the sun is in a certain position, it seems it does change something:
The lightning changes but there is no 3D effect.
I only used SEUS in my tutorial because it was the only bump mapping mod I had used before, but other bump mapping mods use the same type of image, the normal map. So you can use any mod, and the tutorial should work for it.
Does the normal map you made for the cobblestone have transparency? If you have the colours for the normal map, then that is what would happen: it would have some light spots but no depth.
also when making the bumpmapped version i now understand to make it on the "_n.png" do i do it before or after the normal map or does it really matter. in fact what would you prefer?
The transparency part? I usually duplicate the original image, rename the new one to "texturename_n", then I open it, apply the filter (which reveals exactly where it should be deeper), then I add transparency last. However, it doesn't really make a difference and you can do it in whatever order you want.
Hello folks!
Can anybody explain me why this always happens?
The side with the green line is always perfect, but the side with the red line is alwasy like this.
Make no differnt, also when I flip the image, it's always the red lined site, is there are file to configurate the behaviour of the bump mapping effect?
That appears to be a coding-side glitch with the rendering of the bump mapping. The only thing you might want to check on your side is if the normal map texture is seamless, because if the transparency on the opposite edges doesn't line up, it may glitch out like that.
Other than that, it may be something you would be better off asking Sonic Ether about, as it is likely a coding thing.
ok so i am dissapointed i set my eraser to opacity 80.0 i normal mapped the texture (brick_n.png) and i used my eraser to erase the mortar again at 80.0 opacity and i went ingame and nothing happened it wasn't 3D it was the same what am i doing wrong and here is a screenie of what it looks like
well i have been working on this bump mapping for quite awhile now and can't make a breakthrough this is my full procedure on what i do somebody please help because i am getting a little desperate
1. i take the texture i want to bump map (in this case cobblestone) out of the texture pack and put it onto my desktop
2. i rename the cobblestone to "cobblestone_n"
3. i take the "cobblestone_n" and put it into GIMP
4. then i go to the top tab and click the filters button then i click normal map
5. when in the normal map window i click on filter and change it to 9x9 then i type 12.00000 into the scale then i click ok and it normal maps it
6. then i take the color chooser tool and choose in between the stone
7. then i choose my eraser and set it to 80.0 opacity
9. then i erase the chosen colors and this is supposed to make it transparent
10. then i click on file and then click on overwrite cobblestone_n.png
11. then i put it back in the same place that i found it and put the texture back into the resource pack folder and start up my game and it is still not bump mapped :/
so if you read all that then you will see that i am basically following the right procedure which you didn't really mention a procedure but i am pretty sure i am doing it right please tell me otherwise and help me thank you
also i looked at the chroma hills texture pack and it looked like all he did was normalmapped it didn't do any transparency or anything and this is what it looks like for me
well i dont know wat to say some setting i dont have on or something?
yea that is how it works he said in his tutorial that the normal map tells the light shader where to hit the texture thus giving it a 3D lighting affect the actual 3D is supposed to work when you make that same normal mapped texture transparent which doesn't make sense because the normal map is just telling the light where to go not the depth of the texture sooo shouldn't you have to make a seperate texture for an actual 3D affect?
I got around to installing the shaders myself today, and it appears to be an issue with either SEUS or the GLSL core mod, likely the latter. I attempted a Stone Brick texture with it, and the depth doesn't function at the moment. You two have your images right (I believe), and it looks the way it is supposed to if the transparency/depth isn't done, and because it isn't working at the moment that is what it will look like.
I am currently investigating why it is not working.
Rollback Post to RevisionRollBack
Fare well everyone! My time to retire has come! "And with that, POW! I'm gone." ---Lord Crump
oh thanks corner_g really i appreciate it but as far as i know i dont think anybody is updating the GLSL shaders mod right now :/ and i also heard that you couldn't bump map in 1.6.4 so maybe that is the problem
I talk to Sonic pretty often and Corner was talking to me about this problem. I will run it by Sonic and hopefully get an answer for you soon as. He's been making more normals and specular for CH very recently so hopefully he will just say.......oh yeah you need to blah blah
oh ok thanks alot syclone for the feedback i really appreciate it
Okay, so this going to need a little explaing but yes you are going about things the wrong way......which you kinda guessed as the results are not what you hoped
Also, POM (Parallax occlusion mapping) is disabled in latest SEUS
I will take some notes and put a post together as Sonic was kind of going over it all a little to quick for me in my tired state last night!
Just to show some of what we achieved though once it is created correctly here's some screens
Okay, so this going to need a little explaing but yes you are going about things the wrong way......which you kinda guessed as the results are not what you hoped
Also, POM (Parallax occlusion mapping) is disabled in latest SEUS
I will take some notes and put a post together as Sonic was kind of going over it all a little to quick for me in my tired state last night!
Just to show some of what we achieved though once it is created correctly here's some screens
Regarding the screenshots: that is fantastic looking! I absolutely love the cobblestone on the last screenshot, and the stone brick and log tops on the second screenshot!
However, I am still a bit confused. So, that is what we will wait for, but those features aren't currently publicly released? Or has the process changed?
You can let me know now, or after Sonic has more info on it if you want.
Rollback Post to RevisionRollBack
Fare well everyone! My time to retire has come! "And with that, POW! I'm gone." ---Lord Crump
That doesn't work, as said by the guy we are all waiting for.
That is HOW it had worked. If you're still using the older mods that this topic started for, then it will. But for the newest minecraft, yes they are currently changing it. but for this topic and the last working one, that is the methood that worked.
I only used SEUS in my tutorial because it was the only bump mapping mod I had used before, but other bump mapping mods use the same type of image, the normal map. So you can use any mod, and the tutorial should work for it.
Does the normal map you made for the cobblestone have transparency? If you have the colours for the normal map, then that is what would happen: it would have some light spots but no depth.
The transparency part? I usually duplicate the original image, rename the new one to "texturename_n", then I open it, apply the filter (which reveals exactly where it should be deeper), then I add transparency last. However, it doesn't really make a difference and you can do it in whatever order you want.
That appears to be a coding-side glitch with the rendering of the bump mapping. The only thing you might want to check on your side is if the normal map texture is seamless, because if the transparency on the opposite edges doesn't line up, it may glitch out like that.
Other than that, it may be something you would be better off asking Sonic Ether about, as it is likely a coding thing.
"And with that, POW! I'm gone." ---Lord Crump
wut am i doing wrong
1. i take the texture i want to bump map (in this case cobblestone) out of the texture pack and put it onto my desktop
2. i rename the cobblestone to "cobblestone_n"
3. i take the "cobblestone_n" and put it into GIMP
4. then i go to the top tab and click the filters button then i click normal map
5. when in the normal map window i click on filter and change it to 9x9 then i type 12.00000 into the scale then i click ok and it normal maps it
6. then i take the color chooser tool and choose in between the stone
7. then i choose my eraser and set it to 80.0 opacity
9. then i erase the chosen colors and this is supposed to make it transparent
10. then i click on file and then click on overwrite cobblestone_n.png
11. then i put it back in the same place that i found it and put the texture back into the resource pack folder and start up my game and it is still not bump mapped :/
so if you read all that then you will see that i am basically following the right procedure which you didn't really mention a procedure but i am pretty sure i am doing it right please tell me otherwise and help me thank you
also i looked at the chroma hills texture pack and it looked like all he did was normalmapped it didn't do any transparency or anything and this is what it looks like for me
well i dont know wat to say some setting i dont have on or something?
I am currently investigating why it is not working.
"And with that, POW! I'm gone." ---Lord Crump
I talk to Sonic pretty often and Corner was talking to me about this problem. I will run it by Sonic and hopefully get an answer for you soon as. He's been making more normals and specular for CH very recently so hopefully he will just say.......oh yeah you need to blah blah
Bump maps in 1.6.4 work totally fine
Okay, so this going to need a little explaing but yes you are going about things the wrong way......which you kinda guessed as the results are not what you hoped
Also, POM (Parallax occlusion mapping) is disabled in latest SEUS
I will take some notes and put a post together as Sonic was kind of going over it all a little to quick for me in my tired state last night!
Just to show some of what we achieved though once it is created correctly here's some screens
Regarding the screenshots: that is fantastic looking! I absolutely love the cobblestone on the last screenshot, and the stone brick and log tops on the second screenshot!
However, I am still a bit confused. So, that is what we will wait for, but those features aren't currently publicly released? Or has the process changed?
You can let me know now, or after Sonic has more info on it if you want.
"And with that, POW! I'm gone." ---Lord Crump
read the topic? Each piece will have it's own piece for the mapping, just with _n after the block name.
etc etc etc.
That is HOW it had worked. If you're still using the older mods that this topic started for, then it will. But for the newest minecraft, yes they are currently changing it. but for this topic and the last working one, that is the methood that worked.