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Author [EN] [PL] [ES] [PT] [IT] [DE] [FR] [NL] [TR] [SR] [AR] [RU] Topic: Bumpmapping VtMB and general stuff...  (Read 11331 times)

Offline Icicle

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Re: Bumpmapping Models vs World Textures
« Reply #30 on: January 30, 2017, 09:18:20 PM »
wow of course, of course

VTFEdit utility was written by the same moron who made the VTFCmd

this thing chokes and dies on a 91-file conversion batch

I'm gonna try splitting it into smaller groups and see if I can get around it

jesus christ

Offline Icicle

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Re: Bumpmapping Models vs World Textures
« Reply #31 on: January 30, 2017, 09:21:18 PM »
This must have a memory leak problem or else some other random crap

It died on the same batch of files but this time at the 4th one? Last time it didn't die until the end

wwowowowow what a piece of sdfkljsdfklj

I know, I'll write a script that checks the files it DID write and then just grabs the rest of the .tgas that failed and puts them in a special dir to be reprocessed from.....maybe that'll nail it

Offline Icicle

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Re: Bumpmapping Models vs World Textures
« Reply #32 on: January 30, 2017, 10:09:40 PM »
Quote from: Powershell Script
***************************************************************
Step 6 - Checking for missing .vtf of any .tga...
Copying any .tga that don't have corresponding .vtf...
TGAs store: C:\Games\VtMB\Madness_Network\materials\ground\
VTFs store: C:\powershellscripts\mats\ground\
   Fix dir: C:\powershellscripts\mats\ground\fix\
***************************************************************
...
Testing for C:\powershellscripts\mats\ground\brickstreeta.vtf...
[ brickstreeta.tga has already been processed into a VTF. ]
Testing for C:\powershellscripts\mats\ground\brickstreetb.vtf...
[ brickstreetb.tga has already been processed into a VTF. ]
Testing for C:\powershellscripts\mats\ground\cemcliffa.vtf...
[ cemcliffa.tga has already been processed into a VTF. ]
Testing for C:\powershellscripts\mats\ground\cemmuda.vtf...
[ cemmuda.tga has already been processed into a VTF. ]
Testing for C:\powershellscripts\mats\ground\cemtunnela.vtf...
[ cemtunnela.tga has already been processed into a VTF. ]
Testing for C:\powershellscripts\mats\ground\chinabricka.vtf...
[ chinabricka.tga has already been processed into a VTF. ]
Testing for C:\powershellscripts\mats\ground\chinabrickb.vtf...
[ chinabrickb.tga has already been processed into a VTF. ]
Testing for C:\powershellscripts\mats\ground\chinagrassa.vtf...
[ chinagrassa.tga has already been processed into a VTF. ]
Testing for C:\powershellscripts\mats\ground\chinasidewalk.vtf...
[ chinasidewalk.tga has already been processed into a VTF. ]
Testing for C:\powershellscripts\mats\ground\chinasidewalkb.vtf...
[ chinasidewalkb.tga has already been processed into a VTF. ]
Testing for C:\powershellscripts\mats\ground\chinastonea.vtf...
[ chinastonea.tga has already been processed into a VTF. ]
Testing for C:\powershellscripts\mats\ground\chinastoneb.vtf...
[ chinastoneb.tga has already been processed into a VTF. ]
Testing for C:\powershellscripts\mats\ground\curba.vtf...
[ curba.tga has already been processed into a VTF. ]
Testing for C:\powershellscripts\mats\ground\curbb.vtf...
[ curbb.tga has already been processed into a VTF. ]
Testing for C:\powershellscripts\mats\ground\curbbred.vtf...
[ curbbred.tga has already been processed into a VTF. ]
Testing for C:\powershellscripts\mats\ground\dirta.vtf...
[ dirta.tga has already been processed into a VTF. ]
Testing for C:\powershellscripts\mats\ground\dirtb.vtf...
[ dirtb.tga has already been processed into a VTF. ]
Testing for C:\powershellscripts\mats\ground\dirtc.vtf...
[ dirtc.tga has already been processed into a VTF. ]
Testing for C:\powershellscripts\mats\ground\dirtc_a.vtf...
[ dirtc_a.tga has already been processed into a VTF. ]
Testing for C:\powershellscripts\mats\ground\dirtd.vtf...
[ dirtd.tga has already been processed into a VTF. ]
Testing for C:\powershellscripts\mats\ground\dirte.vtf...
[ dirte.tga has already been processed into a VTF. ]
Testing for C:\powershellscripts\mats\ground\dirtf.vtf...
[ dirtf.tga has already been processed into a VTF. ]
Testing for C:\powershellscripts\mats\ground\gravela.vtf...
[ gravela.tga has already been processed into a VTF. ]
Testing for C:\powershellscripts\mats\ground\holcitya.vtf...
[ holcitya.tga has already been processed into a VTF. ]
Testing for C:\powershellscripts\mats\ground\holcityb.vtf...
[ holcityb.tga has already been processed into a VTF. ]
Testing for C:\powershellscripts\mats\ground\holcityc.vtf...
[ holcityc.tga has already been processed into a VTF. ]
Testing for C:\powershellscripts\mats\ground\holcityd.vtf...
[ holcityd.tga has already been processed into a VTF. ]
Testing for C:\powershellscripts\mats\ground\holgrassa.vtf...
[ holgrassa.tga has already been processed into a VTF. ]
Testing for C:\powershellscripts\mats\ground\holgrassb.vtf...
[ holgrassb.tga has already been processed into a VTF. ]
Testing for C:\powershellscripts\mats\ground\holgrnda.vtf...
[ holgrnda.tga has already been processed into a VTF. ]
Testing for C:\powershellscripts\mats\ground\holgrndb.vtf...
[ holgrndb.tga has already been processed into a VTF. ]
Testing for C:\powershellscripts\mats\ground\holhousesa.vtf...
[ holhousesa.tga has already been processed into a VTF. ]
Testing for C:\powershellscripts\mats\ground\holhousesb.vtf...
[ holhousesb.tga has already been processed into a VTF. ]
Testing for C:\powershellscripts\mats\ground\holhousesc.vtf...
[ holhousesc.tga has already been processed into a VTF. ]
Testing for C:\powershellscripts\mats\ground\iceplant.vtf...
[ iceplant.tga has already been processed into a VTF. ]
Testing for C:\powershellscripts\mats\ground\leftarrow.vtf...
[ leftarrow.tga has already been processed into a VTF. ]
Testing for C:\powershellscripts\mats\ground\loftflra.vtf...
[ loftflra.tga has already been processed into a VTF. ]
Testing for C:\powershellscripts\mats\ground\ocemanholea.vtf...
[ ocemanholea.tga has already been processed into a VTF. ]
Testing for C:\powershellscripts\mats\ground\ohstreeta.vtf...
[ ohstreeta.tga has already been processed into a VTF. ]
Testing for C:\powershellscripts\mats\ground\pierrocka.vtf...
[ pierrocka.tga has already been processed into a VTF. ]
Testing for C:\powershellscripts\mats\ground\pierrockb.vtf...
[ pierrockb.tga has already been processed into a VTF. ]
Testing for C:\powershellscripts\mats\ground\pierrockc.vtf...
[ pierrockc.tga has already been processed into a VTF. ]
Testing for C:\powershellscripts\mats\ground\piersand.vtf...
[ piersand.tga has already been processed into a VTF. ]
Testing for C:\powershellscripts\mats\ground\piersandb.vtf...
[ piersandb.tga has already been processed into a VTF. ]
Testing for C:\powershellscripts\mats\ground\piersandc.vtf...
[ piersandc.tga has already been processed into a VTF. ]
Testing for C:\powershellscripts\mats\ground\piersandcwet.vtf...
[ piersandcwet.tga has already been processed into a VTF. ]
Testing for C:\powershellscripts\mats\ground\rightarrow.vtf...
[ rightarrow.tga has already been processed into a VTF. ]
Testing for C:\powershellscripts\mats\ground\ritualgrounda.vtf...
[ ritualgrounda.tga has already been processed into a VTF. ]
Testing for C:\powershellscripts\mats\ground\ritualgroundb.vtf...
[ ritualgroundb.tga has already been processed into a VTF. ]
Testing for C:\powershellscripts\mats\ground\ritualgroundc.vtf...
[ ritualgroundc.tga has already been processed into a VTF. ]
Testing for C:\powershellscripts\mats\ground\ritualstairrisea.vtf...
[ ritualstairrisea.tga has already been processed into a VTF. ]
Testing for C:\powershellscripts\mats\ground\ritualstairuna.vtf...
[ ritualstairuna.tga has already been processed into a VTF. ]
Testing for C:\powershellscripts\mats\ground\sand.vtf...
[ sand.tga has already been processed into a VTF. ]
Testing for C:\powershellscripts\mats\ground\seaflra.vtf...
[ seaflra.tga has already been processed into a VTF. ]
Testing for C:\powershellscripts\mats\ground\shrubberya.vtf...
[ shrubberya.tga has already been processed into a VTF. ]
Testing for C:\powershellscripts\mats\ground\shrubberyb.vtf...
[ shrubberyb.tga has already been processed into a VTF. ]
Testing for C:\powershellscripts\mats\ground\shrubberyc.vtf...
[ shrubberyc.tga has already been processed into a VTF. ]
Testing for C:\powershellscripts\mats\ground\shrubberyd.vtf...
[ shrubberyd.tga has already been processed into a VTF. ]
Testing for C:\powershellscripts\mats\ground\shrubberye.vtf...
[ shrubberye.tga has already been processed into a VTF. ]
Testing for C:\powershellscripts\mats\ground\shrubberyf.vtf...
[ shrubberyf.tga has already been processed into a VTF. ]
Testing for C:\powershellscripts\mats\ground\sidewalka.vtf...
[ sidewalka.tga has already been processed into a VTF. ]
Testing for C:\powershellscripts\mats\ground\stnstreeta.vtf...
[ stnstreeta.tga has already been processed into a VTF. ]
Testing for C:\powershellscripts\mats\ground\stop.vtf...
[ stop.tga has already been processed into a VTF. ]
Testing for C:\powershellscripts\mats\ground\streeta.vtf...
[ streeta.tga has already been processed into a VTF. ]
Testing for C:\powershellscripts\mats\ground\streetb.vtf...
[ MISSING C:\powershellscripts\mats\ground\streetb.vtf ! ]
[ ... Copying C:\Games\VtMB\Madness_Network\materials\ground\streetb.tga to C:\powershellscripts\mats\ground\fix\streetb.tga ... ]
Testing for C:\powershellscripts\mats\ground\streetc.vtf...
[ MISSING C:\powershellscripts\mats\ground\streetc.vtf ! ]
[ ... Copying C:\Games\VtMB\Madness_Network\materials\ground\streetc.tga to C:\powershellscripts\mats\ground\fix\streetc.tga ... ]
Testing for C:\powershellscripts\mats\ground\streetd.vtf...
[ streetd.tga has already been processed into a VTF. ]
Testing for C:\powershellscripts\mats\ground\streetdsan.vtf...
[ streetdsan.tga has already been processed into a VTF. ]
Testing for C:\powershellscripts\mats\ground\streete.vtf...
[ MISSING C:\powershellscripts\mats\ground\streete.vtf ! ]
[ ... Copying C:\Games\VtMB\Madness_Network\materials\ground\streete.tga to C:\powershellscripts\mats\ground\fix\streete.tga ... ]
Testing for C:\powershellscripts\mats\ground\subdirta.vtf...
[ subdirta.tga has already been processed into a VTF. ]
Testing for C:\powershellscripts\mats\ground\temrock.vtf...
[ temrock.tga has already been processed into a VTF. ]
Testing for C:\powershellscripts\mats\ground\tiretracka.vtf...
[ tiretracka.tga has already been processed into a VTF. ]
Testing for C:\powershellscripts\mats\ground\treea.vtf...
[ treea.tga has already been processed into a VTF. ]
Testing for C:\powershellscripts\mats\ground\treeb.vtf...
[ treeb.tga has already been processed into a VTF. ]
Testing for C:\powershellscripts\mats\ground\treesa.vtf...
[ treesa.tga has already been processed into a VTF. ]
Testing for C:\powershellscripts\mats\ground\treesb.vtf...
[ MISSING C:\powershellscripts\mats\ground\treesb.vtf ! ]
[ ... Copying C:\Games\VtMB\Madness_Network\materials\ground\treesb.tga to C:\powershellscripts\mats\ground\fix\treesb.tga ... ]
Testing for C:\powershellscripts\mats\ground\treetops.vtf...
[ treetops.tga has already been processed into a VTF. ]
Testing for C:\powershellscripts\mats\ground\vesrock.vtf...
[ vesrock.tga has already been processed into a VTF. ]
Testing for C:\powershellscripts\mats\ground\vesrocklava.vtf...
[ vesrocklava.tga has already been processed into a VTF. ]
Testing for C:\powershellscripts\mats\ground\vinea.vtf...
[ vinea.tga has already been processed into a VTF. ]
Testing for C:\powershellscripts\mats\ground\vineal.vtf...
[ vineal.tga has already been processed into a VTF. ]
Testing for C:\powershellscripts\mats\ground\vinear.vtf...
[ vinear.tga has already been processed into a VTF. ]
Testing for C:\powershellscripts\mats\ground\vineb.vtf...
[ MISSING C:\powershellscripts\mats\ground\vineb.vtf ! ]
[ ... Copying C:\Games\VtMB\Madness_Network\materials\ground\vineb.tga to C:\powershellscripts\mats\ground\fix\vineb.tga ... ]
Testing for C:\powershellscripts\mats\ground\vinebl.vtf...
[ MISSING C:\powershellscripts\mats\ground\vinebl.vtf ! ]
[ ... Copying C:\Games\VtMB\Madness_Network\materials\ground\vinebl.tga to C:\powershellscripts\mats\ground\fix\vinebl.tga ... ]
Testing for C:\powershellscripts\mats\ground\vinebr.vtf...
[ MISSING C:\powershellscripts\mats\ground\vinebr.vtf ! ]
[ ... Copying C:\Games\VtMB\Madness_Network\materials\ground\vinebr.tga to C:\powershellscripts\mats\ground\fix\vinebr.tga ... ]
Testing for C:\powershellscripts\mats\ground\warrfloora.vtf...
[ MISSING C:\powershellscripts\mats\ground\warrfloora.vtf ! ]
[ ... Copying C:\Games\VtMB\Madness_Network\materials\ground\warrfloora.tga to C:\powershellscripts\mats\ground\fix\warrfloora.tga ... ]
Testing for C:\powershellscripts\mats\ground\warrfloorb.vtf...
[ MISSING C:\powershellscripts\mats\ground\warrfloorb.vtf ! ]
[ ... Copying C:\Games\VtMB\Madness_Network\materials\ground\warrfloorb.tga to C:\powershellscripts\mats\ground\fix\warrfloorb.tga ... ]
Testing for C:\powershellscripts\mats\ground\warrfloorc.vtf...
[ MISSING C:\powershellscripts\mats\ground\warrfloorc.vtf ! ]
[ ... Copying C:\Games\VtMB\Madness_Network\materials\ground\warrfloorc.tga to C:\powershellscripts\mats\ground\fix\warrfloorc.tga ... ]
Testing for C:\powershellscripts\mats\ground\warrfloord.vtf...
[ MISSING C:\powershellscripts\mats\ground\warrfloord.vtf ! ]
[ ... Copying C:\Games\VtMB\Madness_Network\materials\ground\warrfloord.tga to C:\powershellscripts\mats\ground\fix\warrfloord.tga ... ]
Testing for C:\powershellscripts\mats\ground\whiteline.vtf...
[ MISSING C:\powershellscripts\mats\ground\whiteline.vtf ! ]
[ ... Copying C:\Games\VtMB\Madness_Network\materials\ground\whiteline.tga to C:\powershellscripts\mats\ground\fix\whiteline.tga ... ]
Testing for C:\powershellscripts\mats\ground\yellowline.vtf...
[ MISSING C:\powershellscripts\mats\ground\yellowline.vtf ! ]
[ ... Copying C:\Games\VtMB\Madness_Network\materials\ground\yellowline.tga to C:\powershellscripts\mats\ground\fix\yellowline.tga ... ]
***************************************************************
...
TGAs found: 91
VTFs found: 78
Done
Press any key to continue . . .

THEN VTFEDIT BATCH AGAIN...
Quote from: Broken POS VTFEdit
Entering C:\powershellscripts\mats\ground\fix...
Processing streetb.tga...
Wrote C:\powershellscripts\mats\ground\streetb.vtf.
streetb.tga processed.
Processing streetc.tga...
Wrote C:\powershellscripts\mats\ground\streetc.vtf.
streetc.tga processed.
Processing streete.tga...
Wrote C:\powershellscripts\mats\ground\streete.vtf.
streete.tga processed.
Processing treesb.tga...
Wrote C:\powershellscripts\mats\ground\treesb.vtf.
treesb.tga processed.
Processing vineb.tga...
Wrote C:\powershellscripts\mats\ground\vineb.vtf.
vineb.tga processed.
Processing vinebl.tga...
Wrote C:\powershellscripts\mats\ground\vinebl.vtf.
vinebl.tga processed.
Processing vinebr.tga...
Wrote C:\powershellscripts\mats\ground\vinebr.vtf.
vinebr.tga processed.
Processing warrfloora.tga...
Wrote C:\powershellscripts\mats\ground\warrfloora.vtf.
warrfloora.tga processed.
Processing warrfloorb.tga...
Wrote C:\powershellscripts\mats\ground\warrfloorb.vtf.
warrfloorb.tga processed.
Processing warrfloorc.tga...
Wrote C:\powershellscripts\mats\ground\warrfloorc.vtf.
warrfloorc.tga processed.
Processing warrfloord.tga...
Wrote C:\powershellscripts\mats\ground\warrfloord.vtf.
warrfloord.tga processed.
Processing whiteline.tga...
Wrote C:\powershellscripts\mats\ground\whiteline.vtf.
whiteline.tga processed.
Processing yellowline.tga...
Wrote C:\powershellscripts\mats\ground\yellowline.vtf.
yellowline.tga processed.
Exiting C:\powershellscripts\mats\ground\fix.

Sanity check with my script...
Quote from: Powershell Script Again
***************************************************************
Step 6 - Checking for missing .vtf of any .tga...
Copying any .tga that don't have corresponding .vtf...
TGAs store: C:\Games\VtMB\Madness_Network\materials\ground\
VTFs store: C:\powershellscripts\mats\ground\
   Fix dir: C:\powershellscripts\mats\ground\fix\
***************************************************************
...
Testing for C:\powershellscripts\mats\ground\brickstreeta.vtf...
[ brickstreeta.tga has already been processed into a VTF. ]
Testing for C:\powershellscripts\mats\ground\brickstreetb.vtf...
[ brickstreetb.tga has already been processed into a VTF. ]
Testing for C:\powershellscripts\mats\ground\cemcliffa.vtf...
[ cemcliffa.tga has already been processed into a VTF. ]

(ETC ETC ETC)

***************************************************************
...
TGAs found: 182
VTFs found: 182
Done
Press any key to continue . . .

Now convert them with Bloodlines SDK to rename to .ttz/.tth

then make another script to rename them to "<name>_normal", copy back to /materials/ dir in project, then edit the .VMT and insert the bumpmap and bumpmaptransform lines

THEN IM BUYING SOME BEER, AND GETTING A LITTLE WASTED WHILE I BUMPMAP THE WHOLE GAME.
« Last Edit: January 30, 2017, 10:15:57 PM by Icicle »

Offline Icicle

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Re: Bumpmapping Models vs World Textures
« Reply #33 on: January 31, 2017, 01:39:34 AM »
Quote from: Second Powershell Script
***************************************************************
Step 4 - Renaming all .TTZ/.TTH in C:\powershellscripts\mats\test\ to add _normal to their names...
TTH/TTZs store: C:\powershellscripts\mats\test\
 VMTs/dest dir: C:\Games\VtMB\Madness_Network\materials\test\
***************************************************************
...
[ (1) TTH: C:\powershellscripts\mats\test\brickstreeta.tth ]
[ ... Renamed to: brickstreeta_normal.tth ]
[ (2) TTZ: C:\powershellscripts\mats\test\brickstreeta.ttz ]
[ ... Renamed to: brickstreeta_normal.ttz ]
[ (3) TTH: C:\powershellscripts\mats\test\brickstreetb.tth ]
[ ... Renamed to: brickstreetb_normal.tth ]
[ (4) TTZ: C:\powershellscripts\mats\test\brickstreetb.ttz ]
[ ... Renamed to: brickstreetb_normal.ttz ]
[ (5) TTH: C:\powershellscripts\mats\test\cemcliffa.tth ]
[ ... Renamed to: cemcliffa_normal.tth ]
(ETC ETC)

[ ... Renamed to: warrfloorb_normal.ttz ]
[ (175) TTH: C:\powershellscripts\mats\test\warrfloorc.tth ]
[ ... Renamed to: warrfloorc_normal.tth ]
[ (176) TTZ: C:\powershellscripts\mats\test\warrfloorc.ttz ]
[ ... Renamed to: warrfloorc_normal.ttz ]
[ (177) TTH: C:\powershellscripts\mats\test\warrfloord.tth ]
[ ... Renamed to: warrfloord_normal.tth ]
[ (178) TTZ: C:\powershellscripts\mats\test\warrfloord.ttz ]
[ ... Renamed to: warrfloord_normal.ttz ]
[ (179) TTH: C:\powershellscripts\mats\test\whiteline.tth ]
[ ... Renamed to: whiteline_normal.tth ]
[ (180) TTZ: C:\powershellscripts\mats\test\whiteline.ttz ]
[ ... Renamed to: whiteline_normal.ttz ]
[ (181) TTH: C:\powershellscripts\mats\test\yellowline.tth ]
[ ... Renamed to: yellowline_normal.tth ]
[ (182) TTZ: C:\powershellscripts\mats\test\yellowline.ttz ]
[ ... Renamed to: yellowline_normal.ttz ]
Total files attempted to process: 182
Total TTH files renamed: 91
Total TTZ files renamed: 91
...
...
...
***************************************************************
Step 5 - Copying all .TTZ/.TTH from \ C:\powershellscripts\mats\test\
TTH/TTZs store: C:\powershellscripts\mats\test\
 VMTs/dest dir: C:\Games\VtMB\Madness_Network\materials\test\
***************************************************************
...
[ (2) TTH: C:\powershellscripts\mats\test\brickstreeta_normal.tth ]
[ Copying to: C:\Games\VtMB\Madness_Network\materials\test\brickstreeta_normal.tth ]
[ ... Copy complete! ]
[ (2) TTZ: C:\powershellscripts\mats\test\brickstreeta_normal.ttz ]
[ Copying to: C:\Games\VtMB\Madness_Network\materials\test\brickstreeta_normal.ttz ]
[ ... Copy complete! ]
[ (4) TTH: C:\powershellscripts\mats\test\brickstreetb_normal.tth ]
[ Copying to: C:\Games\VtMB\Madness_Network\materials\test\brickstreetb_normal.tth ]
[ ... Copy complete! ]

(ETC ETC)

[ (178) TTZ: C:\powershellscripts\mats\test\warrfloord_normal.ttz ]
[ Copying to: C:\Games\VtMB\Madness_Network\materials\test\warrfloord_normal.ttz ]
[ ... Copy complete! ]
[ (180) TTH: C:\powershellscripts\mats\test\whiteline_normal.tth ]
[ Copying to: C:\Games\VtMB\Madness_Network\materials\test\whiteline_normal.tth ]
[ ... Copy complete! ]
[ (180) TTZ: C:\powershellscripts\mats\test\whiteline_normal.ttz ]
[ Copying to: C:\Games\VtMB\Madness_Network\materials\test\whiteline_normal.ttz ]
[ ... Copy complete! ]
[ (182) TTH: C:\powershellscripts\mats\test\yellowline_normal.tth ]
[ Copying to: C:\Games\VtMB\Madness_Network\materials\test\yellowline_normal.tth ]
[ ... Copy complete! ]
[ (182) TTZ: C:\powershellscripts\mats\test\yellowline_normal.ttz ]
[ Copying to: C:\Games\VtMB\Madness_Network\materials\test\yellowline_normal.ttz ]
[ ... Copy complete! ]
Total files attempted to process: 182
Total TTH files renamed: 91
Total TTZ files renamed: 91
...
...
...
***************************************************************
Step 6 - Seeking through all related .VMT files and inserting needed bumpmap lines...
TTH/TTZs store: C:\powershellscripts\mats\test\
 VMTs/dest dir: C:\Games\VtMB\Madness_Network\materials\test\
***************************************************************
...
----Now fixing: C:\Games\VtMB\Madness_Network\materials\test\brickstreeta.vmt
    Created temp file: C:\Games\VtMB\Madness_Network\materials\test\brickstreeta.vmt.new
    Examining: C:\Games\VtMB\Madness_Network\materials\test\brickstreeta.vmt
    LINE: "LightmappedGeneric"
    LINE: {
    LINE:       "$basetexture" "ground/brickstreeta"
    LINE:       "$basetexturetransform" "center .5 .5 scale 2 2 rotate 0 translate .5 .5"
>>   NEW:       "$bumpmap" "test/brickstreeta_normal"
>>   NEW:       "$bumptransform" "center .5 .5 scale 2 2 rotate 0 translate .5 .5"
    LINE:       "$surfaceprop" "brick"
    LINE: }
    Re-examining: C:\Games\VtMB\Madness_Network\materials\test\brickstreeta.vmt
    Added bumpmap lines succesfully.********
    Overwrite of original VMT file successful!  ***************************
    Cleaned up C:\Games\VtMB\Madness_Network\materials\test\brickstreeta.vmt.new
----Now fixing: C:\Games\VtMB\Madness_Network\materials\test\brickstreetb.vmt
    Created temp file: C:\Games\VtMB\Madness_Network\materials\test\brickstreetb.vmt.new
    Examining: C:\Games\VtMB\Madness_Network\materials\test\brickstreetb.vmt
    LINE: LightmappedGeneric
    LINE: {
    LINE:       "$basetexture"  "ground\brickstreetb"
    LINE:       "$basetexturetransform" "center .5 .5 scale 2 2 rotate 0 translate .5 .5"
>>   NEW:       "$bumpmap" "test/brickstreetb_normal"
>>   NEW:       "$bumptransform" "center .5 .5 scale 2 2 rotate 0 translate .5 .5"
    LINE:       "$surfaceprop" "brick"
    LINE:      "%detailtype" "trash"
    LINE: }
    Re-examining: C:\Games\VtMB\Madness_Network\materials\test\brickstreetb.vmt
    Added bumpmap lines succesfully.********
    Overwrite of original VMT file successful!  ***************************
    Cleaned up C:\Games\VtMB\Madness_Network\materials\test\brickstreetb.vmt.new
----Now fixing: C:\Games\VtMB\Madness_Network\materials\test\cemcliffa.vmt
    Created temp file: C:\Games\VtMB\Madness_Network\materials\test\cemcliffa.vmt.new
    Examining: C:\Games\VtMB\Madness_Network\materials\test\cemcliffa.vmt
    LINE: "LightmappedGeneric"
    LINE: {
    LINE:       "$basetexture" "ground/cemcliffa"
    LINE:       "$basetexturetransform" "center .5 .5 scale 2 2 rotate 0 translate .5 .5"
>>   NEW:       "$bumpmap" "test/cemcliffa_normal"
>>   NEW:       "$bumptransform" "center .5 .5 scale 2 2 rotate 0 translate .5 .5"
    LINE:       "$surfaceprop" "dirt"
    LINE: }
    Re-examining: C:\Games\VtMB\Madness_Network\materials\test\cemcliffa.vmt
    Added bumpmap lines succesfully.********
    Overwrite of original VMT file successful!  ***************************
    Cleaned up C:\Games\VtMB\Madness_Network\materials\test\cemcliffa.vmt.new

(ETC ETC)

----Now fixing: C:\Games\VtMB\Madness_Network\materials\test\yellowline.vmt
    Created temp file: C:\Games\VtMB\Madness_Network\materials\test\yellowline.vmt.new
    Examining: C:\Games\VtMB\Madness_Network\materials\test\yellowline.vmt
    LINE: "LightmappedGeneric"
    LINE: {
    LINE:       "$basetexture" "ground/yellowline"
    LINE:       "$basetexturetransform" "center .5 .5 scale 2 2 rotate 0 translate .5 .5"
>>   NEW:       "$bumpmap" "test/yellowline_normal"
>>   NEW:       "$bumptransform" "center .5 .5 scale 2 2 rotate 0 translate .5 .5"
    LINE:       "$surfaceprop" "rock"
    LINE:       "$translucent" "1"
    LINE: }
    Re-examining: C:\Games\VtMB\Madness_Network\materials\test\yellowline.vmt
    Added bumpmap lines succesfully.********
    Overwrite of original VMT file successful!  ***************************
    Cleaned up C:\Games\VtMB\Madness_Network\materials\test\yellowline.vmt.new
***************************************************************
...
VMTs attempted: 91
VMTs edited: 91
Done
Press any key to continue . . .

There, now I can automate converting the textures into their bumpmaps.

Combined with the enhanced textures, this should look good...fingers crossed
« Last Edit: January 31, 2017, 01:41:53 AM by Icicle »

Offline Icicle

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Re: Bumpmapping Models vs World Textures
« Reply #34 on: January 31, 2017, 02:11:41 AM »
Then there's the blends folder in materials, which blends two textures in almost every .VMT.

Need two extra bumpmap lines in those,  :suicide:

but whatever I'll edit them by hand, think auto-generating might just result in problems

Code: [Select]
"WorldVertexTransition"
{
     "$basetexture" "stone/warrwlld"
"$basetexturetransform" "center .5 .5 scale 2 2 rotate 0 translate .5 .5"
     "$basetexture2" "stone/warrwllc"
"$basetexturetransform2" "center .5 .5 scale 2 2 rotate 0 translate .5 .5"
     "$bumpmap"     "stone/warrwlld_normal"
     "$bumptransform" "center .5 .5 scale 2 2 rotate 0 translate .5 .5"
     "$bumpmap2"    "stone/warrwllc_normal"
     "$bumptransform2" "center .5 .5 scale 2 2 rotate 0 translate .5 .5"

}
« Last Edit: January 31, 2017, 02:22:26 AM by Icicle »

Offline Icicle

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Re: Bumpmapping Models vs World Textures
« Reply #35 on: January 31, 2017, 02:14:32 AM »
Huh:

" Warning:   $bumpmap will disable prop_static's per-vertex lighting. Not enough data is stored in the vertices for normal mapping, so the engine has no choice but to fall back. "

Uhhh, I wonder what this will do when I start bumpmapping the models? I can't resize their textures to any noticeable effect, but I can sure make their features POP out at you. :o

Unless the above quote means I can't, OR, HEHEH, if I have to switch all prop_static to prop_dynamic just to bumpmap ?!?!?!? wOOoOO that'd be sOO FUN no way to automate that EHHEEHE. Pretty sure those seats I gave the example with at the start of this thread are prop_static though, and they work...................... ? ?? ?

Actually come to think of it, I should test model texture resizing with other models than the taxi cab...maybe that logo is just a pixelated POS that could be painted over in higher res? Need to test after I'm done with this bumping stuff
« Last Edit: January 31, 2017, 02:17:31 AM by Icicle »

Offline Wesp5

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Re: Bumpmapping Models vs World Textures
« Reply #36 on: January 31, 2017, 08:42:26 AM »
OR, HEHEH, if I have to switch all prop_static to prop_dynamic just to bumpmap ?!?!?!?

If you switch all prop_statics to prop_dynamics the shadows will change a lot...

Offline Icicle

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Re: Bumpmapping Models vs World Textures
« Reply #37 on: January 31, 2017, 04:32:29 PM »
Might have to roll this back a bit and limit it to only specific things.

I didn't finish everything last night, only about 2/3,

but trying to go to la_hub_1 crashed the game...

I'll try recompiling the map, see if that fixes it.

Offline Icicle

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Re: Bumpmapping Models vs World Textures
« Reply #38 on: January 31, 2017, 04:37:59 PM »
uhhh :P

I can't even fly around in Hammer.

It loads bumpmaps too.

This Hammer is too old to handle so many, it looks like.

Hmm... I'd probably limit this to ground things like sidewalks, pavement, road, etc. then.

I'll strip it out of /building/ first, there's no need to have bumpmapped buildings everywhere...in fact I bet that's the primary cause of the crash. Any maps which don't use the bumpmapped stuff work fine, like the Last Round, where I went to review my changes to it so far...

We'll see.

My computer keeps crashing too, probably a hard drive dying. Probably my solid state drive, or this older HDD from like 5 or 6 years ago..... ugh. Computers.
 ...................
« Last Edit: January 31, 2017, 04:54:27 PM by Icicle »

Offline Icicle

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Re: Bumpmapping Models vs World Textures
« Reply #39 on: January 31, 2017, 04:50:39 PM »
Yeah, I get vampire.exe crashes even when the LA hub map recompiles.

Not that it matters, I need Hammer to work and right now flying around in it is so laggy nothing is possible in terms of editing

Oookay time to rethink this.

I'll use a script to fix the VMTs I edited...
not a big deal if it means the game will work again...
« Last Edit: January 31, 2017, 04:55:32 PM by Icicle »

Offline Icicle

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Re: Bumpmapping Models vs World Textures
« Reply #40 on: January 31, 2017, 04:59:36 PM »
I'm glad I used LA Hub as my test case actually since, it's a huge map...if it starts working then pretty much anything should.

Hmm hmm hmm

Offline Icicle

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Re: Bumpmapping Models vs World Textures
« Reply #41 on: January 31, 2017, 05:16:13 PM »
Well, after stripping the new bumpmaps out of /building/ I can fly around in Hammer again, so that's good (lol)

Let's see if the game works after a map recompile...

Offline Icicle

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Re: Bumpmapping Models vs World Textures
« Reply #42 on: January 31, 2017, 05:29:08 PM »
Yyyeah, /building/ is not enough.

I'm thinking it could be /blends/ though, I finished editing the VMTs and didn't put in all the normal maps it uses in those files yet...so it might be dying on that. I'll back up what I did, then strip the bumpmaps from there too and try it.

Offline Icicle

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Re: Bumpmapping Models vs World Textures
« Reply #43 on: January 31, 2017, 05:41:16 PM »
Stripped /blends/ and it still crashes.

Hmm. I'll strip bump from /glass/ and /carpet/ next. I don't think it matters if glass or carpet pops. In fact I don't see any sense in that, I was really god damn tired when I put those in. ha (no I didn't do /art/ etc. lol)

Gotta find a way to balance this. Probably going to have to isolate specific common textures and only bumpmap them.

I want many in /stone/ and /wood/ bumped, and I haven't even put those in yet...

hmmmmm
« Last Edit: January 31, 2017, 05:43:29 PM by Icicle »

Offline Icicle

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Re: Bumpmapping Models vs World Textures
« Reply #44 on: January 31, 2017, 06:05:11 PM »
Stripped /glass/ and /carpet/...

Doesn't crash the same way now.

I can see the level fade in for a few frames (actually just my blood bar, the fade barely progresses),

but then it freezes.

I waited a while in case it would load, but it didn't, it just sat there stuck at 2 FPS not doing anything. So I switched out of the program, and there was a popup over Vampire.exe "Failed to set load state" or something like that, I forget exactly.

I had to kill the process.

Anyway, lol.. I think I'm getting closer.

I'll strip /metal/ next since most of those don't need to be bumped, most are just flat surfaces.

I expect I'll have to pick through /concrete/ and /ground/, and eliminate any that aren't specifically needed, as these ones have a huge amount of textures. I will back up the bumped versions of these dirs, then strip the working dirs, and slowly add in chunks of the bump backups to them.

Once I have it working I can try adding a little to /stone/ and /wood/ etc... Probably will end up that I have to remove some to add others. But once I find a working balance things will be good. For example I want the stone moldings on the Asylum to pop out, that would look nice.

Hammer runs totally smooth again, that's good....

Not only do I have to get the level to load, but it has to be ~30+ FPS. If I see it go any lower than that I'll keep stripping it. Another trick might be rigging more area portals in the level, which isn't so bad either.
« Last Edit: January 31, 2017, 06:12:05 PM by Icicle »

 

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