Hey all!
I'm learning about Unreal Ed 3 so as to mod Killing Floor, but understand the KF version of the engine is a little different. I've seen in the mapping tutorial mention of normal maps, but am quite confused when I go look at the texture properties of shaders and combiners - I don't see any actual normal maps. Unless this is just because the editor previews shaders rather than displaying actual texture images being used, and the monsters are actually using tangent space normal maps, what exactly is going on?
It seems to just be highlighting the brighter portions of the (beautifully painted) diffuse textures with environment mapping, masked for metal bits and such. But when I shine a flashlight on the monsters in the game, it's a convincing illusion, and I am led to believe there is some real normal mapping going on in there somewhere.
I've seen other shaders combine alpha, spec and self-illumination maps, but haven't seen any actual normal maps in any of the texture libraries, so I'm pretty confused. The preview of one of the cloaked stalker textures looks a lot like a lit normal map, but I just can't seem to view any of the actual texture files! So, as a newbie to the editor, I am looking for clarification - is it just a snazzy shader, or are we actually providing per-pixel lighting via highpoly-baked tangent space normals?
If it's just a trick, I'm content to bake down a diffuse and paint in highlights manually, the appearance of the shader on the models in-game has simply left myself confused.
Thanks in advance for any knowledgeable response.
I'm learning about Unreal Ed 3 so as to mod Killing Floor, but understand the KF version of the engine is a little different. I've seen in the mapping tutorial mention of normal maps, but am quite confused when I go look at the texture properties of shaders and combiners - I don't see any actual normal maps. Unless this is just because the editor previews shaders rather than displaying actual texture images being used, and the monsters are actually using tangent space normal maps, what exactly is going on?
It seems to just be highlighting the brighter portions of the (beautifully painted) diffuse textures with environment mapping, masked for metal bits and such. But when I shine a flashlight on the monsters in the game, it's a convincing illusion, and I am led to believe there is some real normal mapping going on in there somewhere.
I've seen other shaders combine alpha, spec and self-illumination maps, but haven't seen any actual normal maps in any of the texture libraries, so I'm pretty confused. The preview of one of the cloaked stalker textures looks a lot like a lit normal map, but I just can't seem to view any of the actual texture files! So, as a newbie to the editor, I am looking for clarification - is it just a snazzy shader, or are we actually providing per-pixel lighting via highpoly-baked tangent space normals?
If it's just a trick, I'm content to bake down a diffuse and paint in highlights manually, the appearance of the shader on the models in-game has simply left myself confused.
Thanks in advance for any knowledgeable response.
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