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Author Topic: Bump mapping and specular mapping  (Read 1664 times)
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iyenal
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« on: May 03, 2016, 11:27:39 AM »


Can I mix a Normal Map shader(Super Mario Galaxy Environment-Mapped Bump Mapping  Cheesy) and Specular shader (Sonic Colors Cheesy) so I can use in one material a diffuse map, a normal map and a specular map without losing too much FPS ? For information I use BrawlBox to import models.
I want to use normal map to add details (for example in SMG :
) to a mesh and specular for changing light effect on mesh (example : in a wall specular texture : bricks in white and concrete in black) so it can do a light "scrolling" effect on mesh(I already saw this effect in Sonic Colours : https://www.youtube.com/watch?v=R1X_EuY8Auw 0:26 to 0:28) ?

Thanks ! (I think it's difficult, but I'm sure that Wii can do it)
« Last Edit: May 10, 2016, 01:41:45 AM by iyenal » Logged

iyenal
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« Reply #1 on: May 10, 2016, 01:15:49 AM »


Apparently this question leaves speechless.
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Velen
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    « Reply #2 on: May 10, 2016, 01:52:21 AM »


    Brawl's game engine can't process normal maps, as they aren't used anywhere in the game. The closest thing to bumps in the game are the specular textures that that characters like Samus and Captain Falcon use.
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    iyenal
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    « Reply #3 on: May 10, 2016, 06:50:17 AM »


    A custom shader can't do it ?

    Post Merge: May 10, 2016, 09:03:50 AM
    SSBB and Sonic Colours use BRRES, so the shaders could be compatible.
    « Last Edit: May 10, 2016, 09:03:50 AM by iyenal » Logged

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