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Add normal maps #34901
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Add normal maps #34901
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RSI Diff Bot; head commit 1c78a03 merging into 6c7170e Resources/Textures/Mobs/Customization/reptilian_parts.rsi
Resources/Textures/Mobs/Species/Skeleton/parts.rsi
Resources/Textures/Mobs/Species/Terminator/parts.rsi
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A bit closer to directional lighting |
holy sovl mind posting some images with moths and lizards? I want to see how this affects tails and wings |
i am working on markings |
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please give us a showcase with the blue and pink bisexual lighting |
later |
ss a non-coder could i get an explanation as to what normal maps are? |
they tell the computer what direction parts of a sprite are facing. so you could mark pixels as the front of your sprite, and if there's a light infront of the sprite, those pixels will be illuminated. however, if there's a light behind your sprite, they won't be |
it's like if the people were 3d but in 2d |
thank you, this is good 👍 |
There's more to it than that ofc so you can read an explainer like this https://www.artstation.com/blogs/typhen/GMyG/this-is-normal-1-what-normal-maps-are-and-how-they-work TLDR tho it means certain materials can get really sloggers lighting effects... especially if we get specular maps some time :godo: |
Aggressively stupid question: The PR's called "Add normal maps" but the actual added sprites are bump maps? Is the logic here that as a 2D game they are equivalent? |
named after the engine PR |
About the PR
Requires Engine PR
You can PR to
25-02-05-bumps
on my repo if you want to add bump map (or normal map) sprites, which will speed this up significantly because There's A Lot Of Stuff & Things. Most of them are covered by the normal generator in the engine PR, but some things might need extra spriting (like all the non-main-body species sprites) that I am too inexperienced or time constrained to do. If you do make a PR, comment a link to it here because I will not find it otherwise. I will add you to the CL authors if you do this.How to add a bump map
If you're just making it shaded flatly (like tables), skip all these steps and go straight to adding it to the RSI:
Once your finish making your bump map, follow these steps to add it to the RSI:
"flatNormal": true,
in the state associated with the spriteflatNormal
alongside a bump or normal map, then theflatNormal
will be ignored completely."bump":
followed by the name of the image in quotes, just like you would do to add a regular sprite with"name":
."normal"
instead of the key"bump"
.Need to make bump maps for:
Covered by autogenerated normals:
Why / Balance
Normal maps are Cool and so is lighting in general
Technical details
Media
Requirements
Breaking changes
Changelog
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