| 1 | = Bump Mapping = |
| 2 | To use a bump map in a material, you can create a new material script inheriting from the base bump map script. Replace both texture image files with your own files. |
| 3 | |
| 4 | {{{#!cpp |
| 5 | import * from "BumpMap.material" |
| 6 | // Any number of lights, diffuse |
| 7 | material Cube_Lava_Normal : BumpMap_Base |
| 8 | { |
| 9 | technique |
| 10 | { |
| 11 | pass ambient |
| 12 | { |
| 13 | } |
| 14 | // Now do the lighting pass |
| 15 | // NB we don't do decal texture here because this is repeated per light |
| 16 | pass perlight |
| 17 | { |
| 18 | // Base bump map |
| 19 | texture_unit normalmap |
| 20 | { |
| 21 | texture Cube_Lava_NORM.jpg |
| 22 | colour_op replace |
| 23 | } |
| 24 | } |
| 25 | |
| 26 | // Decal pass |
| 27 | pass decal |
| 28 | { |
| 29 | texture_unit decalmap |
| 30 | { |
| 31 | texture Cube_Lava_COLOR.jpg |
| 32 | } |
| 33 | } |
| 34 | } |
| 35 | } |
| 36 | }}} |
| 37 | |
| 38 | The base bump map material script is located at `[media_directory]/materials/BumpMapping/BumpMap.material` |
| 39 | |
| 40 | To get an idea what bump maps are capable of, start the test level `BumpMap` |
| 41 | |