Update: Fooling around with some bump maps. This won't be the final "tile" or "pattern" but just checking if it works (well actually I haven't tried it out in-sim yet, but I hope it does!):
Furthermore, since I'm going to do my own surface mesh, I was thinking maybe craterlets and small bumps on the surface would be better if it too had a bump map, so it would look realistic based on the angle of the sun (time of lunar day). But since I can't "tile" it, this means it would require a LOT of individual maps per area (to avoid pixellation). So I have to weigh things there.
-RODION
---------- Post added at 11:10 AM ---------- Previous post was at 10:11 AM ----------
BTW, pardon me for asking such a dumb question but, how do I actually go about implementing bump maps on surface meshes such as my Brighton structures? I am aware that for vessels, it must be "hardcoded" (?) at the moment, but what about surface meshes for Orbiter+D3D9 or Orbiter-Beta+D3D11?
-RODION
---------- Post added at 02:47 PM ---------- Previous post was at 11:10 AM ----------
Ok after doing a bit of research on my own (which always works, except if you're lazy like me and expect the Orbiter community to come running to the rescue all the time LOL), I found out that placing a suffix "_norm" to the end of a texture file will initiate Orbiter to consider it a normal/bump file of that existing texture file. So I tried using a grayscale bump map, and it didn't work--all I got were really dark/black stipples, which means I really need to make those multicolored normal maps instead of a grayscale bump map. I am currently trying to figure out if I can have these automatically generated within MAX, but if not, I'm currently downloading some tools from nVidia, to allow creation of normal maps from Photoshop. Will keep posting the results of my research here, if only for documentation/reference purposes in the future.
-RODION
---------- Post added at 03:28 PM ---------- Previous post was at 02:47 PM ----------
UPDATE:
So I finally managed to get normal maps in
Now the hard work begins--I have to remap all the textures so they don't appear stretched or out of place in specific surfaces of the structure (repeated tiling to some parts if necessary). Furthermore, although it looks nice, the specularization/shiny parts aren't really that nice on some parts of the structure, so I perhaps need to remove some shinyness to some parts of the building. But now I'm confident that I can implement normal/bump mapping for this new version of Brighton
BTW looking at the D3D11 Client Config dialogue box I see:
_norm
_bump
_spec
_ems
*slaps forehead :rofl:
Yet another BTW: I just noticed something--why are the shadows in D3D11C *NOT* black on the lunar surface. It should be darker than it currently is on a body that has no atmosphere--is there any way to adjust this?
-RODION