No worries, it's not always easy to understand how they work. Normal maps are the angle a surface is on, so you can work out the normal using the height but the normal doesn't include the height. It's not so much the blur, it's more the gradient. Blurring makes a gradient, but any gradient will do. If you remember from…
The following positions have been filled: (1) Technical Artist (1) 3D Weapons (1) 3D Vehicles (1) 3D Environments (1) Audio - Music Composer (1) Audio - Sound Effects (1) Animation - Cinematic We are still actively searching for: (1) Design - Graphics (1) Video - Editing & Effects We are always looking for passionate and…
-- shouldn't this:x = vert.x/1 - vert.zy = vert.y/1 - vert.z--be actuallyx = vert.x/(1 - vert.z)y = vert.y/(1 - vert.z) as divisions/mul come first in math, but the equation presented is different
You could have a texture that always matches to the next pipe (say on map channel 0) then have a blended texture for the between area on map channel 1 where you could vary the tiling.
TLDR: Please help our opensource project load .unr maps from Unreal 1 and UT 1 . https://sourceforge.net/p/chaosesqueanthology/tickets/2/ There is allready C++ code (https://sourceforge.net/p/chaosesqueanthology/tickets/2/attachment/UShock_source.tar.bz2) that does it, but our engine is in C: and we only need to load in…