Talk:RenderbumpFlat (console command)

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Wut?

"A color map is also exported. The colors are determined by the base color of each surface."

What do you mean by "base color?" Do you mean in order to fill out the color channel we have to set up UVs for our model and apply a diffuse texture?

No, that' can't be, because Doom 3 doesn't reference images the same way modeling packages do.

How do we do it? I realize people probably won't be generating their diffusemaps with renderbumpflat, but it could help in the creation of diffuse, specular, and height maps by generating selection masks.--onu 07:44, 20 December 2006 (CET)

Base Color

Base color refers to the color assigned to the mesh itself. I'm not refering to a texture but rather the color of the polygons when no texture is applied.

I'll try to clarify this in the article.

--Rich 10:15, 21 December 2006 (CET)

Got It

In lightwave, modifying the color in the surface editor will modify the "_color" diffusemap generated with renderbump. One may assign different colors to multiple surfaces in a model and renderbump will render each pixel with the designated color for the corresponding geometry.

This is, indeed, quite useful in generating selection masks for other image maps such as diffuse, or specular.

I would assume 3DSMax can do the same, but I'm not familiar with the package.

--onu 01:17, 29 December 2006 (CET)

Yes, That's Right

Now the trick is to explain this in such a way that it doesn't refer to a specific 3D package and doesn't suggest that the color is gathered from a texture map.

--Rich 09:43, 31 December 2006 (CET)

Yeah...

I know what you mean, that's why I didn't add anything yet. We might consider including or linking to modeler specific instructions though. I mean, the issue isn't urgent, but ever since your description helped me feel it out I've found it quite helpful in texturing and skinning models. I'd like to share that with others. --onu 11:28, 31 December 2006 (CET)

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