CheapAlert@Posted: Thu Feb 23, 2006 5:51 am : I couldn't find much info on google about this.
Basically I exported my low and high poly models to ASE format, made an appropriate material for renderbump use (the material *is* correct), however trying to run renderbump on my low .ase file whines there's no material for _emptyname, when there's actually a valid material path in the .ase file
Anyone got a working low-res ASE file to share that renderbumps, so I can solve this problem?
>~runaway~<@Posted: Thu Feb 23, 2006 11:23 am : Post your ase and mtr files so we can see whats wrong.
Enforcer@Posted: Thu Feb 23, 2006 4:28 pm : i had no probs with my low poly renderbump, its gotta b the the way your setting up the model or the mtr
http://quake4arena.planetquake.gamespy. ... Border.zip
theres a small sample i did. it works.
Just copy the files to q4base or d3base dir
the files included are
materials/Renderbump.mtr
models/Renderbump/Supporborder_hi and lo.ase
textures/renderbump/
max model/supportborder.max (for max

- you can try other version but i wont garuntee anything
to test the renderbump
for quake 4, load up quake4.exe not the editors and bring the console down and type ( Renderbump models/renderbump/supportborder_lo.ase)
then it will start the renderbump process
for doom3
open the models/renderbump/supportborder_lo.ase in a text editor.
Change the bitmap path from //q4base/... to //base/...
then run the Renderbump
IE: Renderbump models/renderbump/supportborder_lo.ase
CheapAlert@Posted: Thu Feb 23, 2006 8:54 pm : ah, so THAT'S what's missing in my ASE file (the bitmap defining portion). Renderbump actually works now. Thanks!
MichaelZee@Posted: Mon Jul 03, 2006 11:34 pm : I am running into a simular problem I want to render out my characters high poly mesh into a normal map using this method. I think every time I try to renderbump in the consol its not reconizing my mtr file.
This is my mtr file code
Code:
//----------------------------Faction_Grunt---MatierialCode-----------------------------------------------
textures/faction_enemies/Faction_Grunt
{
noselfShadow
unsmoothedtangents
renderbump -size 1024 1024 -trace .05 -aa 2 -mergehigh textures/faction_enemies/Faction_Grunt_local.tga models/faction_enemies/Faction_Grunt_Body_High.ase
// The above is one line
diffusemap textures/faction_enemies/Faction_Grunt_d.tga
bumpmap addnormals ( textures/faction_enemies/Faction_Grunt_local.tga, heightmap ( textures/faction_enemies/Faction_Grunt_h.tga, 1 ) )
}
And here is my low poly model ase code
Code:
*3DSMAX_ASCIIEXPORT 200
*COMMENT "AsciiExport Version 2.00 - Sat Jul 01 12:49:23 2006"
*SCENE {
*SCENE_FILENAME "FactionGrunt1.3Low.max"
*SCENE_FIRSTFRAME 0
*SCENE_LASTFRAME 100
*SCENE_FRAMESPEED 30
*SCENE_TICKSPERFRAME 160
*SCENE_BACKGROUND_STATIC 0.0000 0.0000 0.0000
*SCENE_AMBIENT_STATIC 0.0000 0.0000 0.0000
}
*MATERIAL_LIST {
*MATERIAL 1 {
*MATERIAL_NAME "orig_09 - Default"
*MATERIAL_CLASS "Standard"
*MATERIAL_AMBIENT 0.5882 0.5882 0.5882
*MATERIAL_DIFFUSE 0.5882 0.5882 0.5882
*MATERIAL_SPECULAR 0.9000 0.9000 0.9000
*MATERIAL_SHINE 0.1000
*MATERIAL_SHINESTRENGTH 0.0000
*MATERIAL_TRANSPARENCY 0.0000
*MATERIAL_WIRESIZE 1.0000
*MATERIAL_SHADING Blinn
*MATERIAL_XP_FALLOFF 0.0000
*MATERIAL_SELFILLUM 0.0000
*MATERIAL_FALLOFF In
*MATERIAL_XP_TYPE Filter
*MAP_DIFFUSE {
*MAP_NAME "Map #7"
*MAP_CLASS "Bitmap"
*MAP_SUBNO 1
*MAP_AMOUNT 1.0000
*BITMAP "\\base\textures\faction_enemies\Faction_Grunt"
*MAP_TYPE Screen
*UVW_U_OFFSET 0.0000
*UVW_V_OFFSET 0.0000
*UVW_U_TILING 1.0000
*UVW_V_TILING 1.0000
*UVW_ANGLE 0.0000
*UVW_BLUR 1.0000
*UVW_BLUR_OFFSET 0.0000
*UVW_NOUSE_AMT 1.0000
*UVW_NOISE_SIZE 1.0000
*UVW_NOISE_LEVEL 1
*UVW_NOISE_PHASE 0.0000
*BITMAP_FILTER Pyramidal
}
}
}
*GEOMOBJECT {
*NODE_NAME "Faction_Grunt_Body_Low"
*NODE_TM {
*NODE_NAME "Faction_Grunt_Body_Low"
*INHERIT_POS 0 0 0
*INHERIT_ROT 0 0 0
*INHERIT_SCL 0 0 0
*TM_ROW0 1.3319 0.0000 0.0000
*TM_ROW1 0.0000 1.3319 0.0038
*TM_ROW2 0.0000 -0.0051 1.7821
*TM_ROW3 -12.0706 -4.0410 177.3410
*TM_POS -12.0706 -4.0410 177.3410
*TM_ROTAXIS -1.0000 0.0000 0.0000
*TM_ROTANGLE 0.0028
*TM_SCALE 1.3319 1.3319 1.7821
*TM_SCALEAXIS 0.0000 0.0000 0.0000
*TM_SCALEAXISANG 0.0000
}
Whenever I try to type in the doom3 consol litterally......
Code:
Renderbump models/faction_enemies/Faction_Grunt_Body_Low.ase
I get and error just like in the picture saying to specify the -size -trace ect.

I thought the .mtr file was suppossed to take care of that for me. Even when I do try as best as I can to specify it by typing into the consol....
Code:
renderbump models/faction_enemies/Faction_Grunt_Body_Low.ase -size 1024 1024 -trace .05 -aa 2 -mergehigh textures/faction_enemies/Faction_Grunt_local.tga models/faction_enemies/Faction_Grunt_Body_High.ase
I get an error saying
Usage: renderbump <lowPolyModel>
What am I doing wrong here? I know its alot but I am so thankful for any help so please do! Thanks
Rayne@Posted: Tue Jul 04, 2006 1:04 pm : All you guys are using 3D Studio Max, right?
MichaelZee@Posted: Tue Jul 04, 2006 7:12 pm : yeah I used 3ds max and exported them as an ase
kat@Posted: Tue Jul 04, 2006 9:02 pm : Have you checked the model in der_tons model veiwer just to make sure it's ok?
MichaelZee@Posted: Tue Jul 04, 2006 10:50 pm : kat wrote:
Have you checked the model in der_tons model veiwer just to make sure it's ok?
I was not aware that der_ton made one, can you provide the link please I cant seem to find it on the search.
Well, I was able to get the renderer to work I had to take off the -mergehigh (which I adapted from the Quake 4 tutorial) from the code. Apparently Doom3 does not like that command so after I erased it started working. However, once again my normal maps just seems to always look bad

. Such as just now I tried modeling a simple box with various shapes bevels and indentions on it, but it is still horrible looking. I tried messing with the trace alot but it just seems to render out deformed all the time.
Here is the pic of my last renderd normalmap for the simple box.
I have a zipped folder of the box, if someone could look at it and give me some tips I would be really happy about it. I'll email it to you. Various members at this site have been great helpers to me on this and I hope together we can get this normapping issue stright.
kat@Posted: Tue Jul 04, 2006 11:38 pm : MichaelZee wrote:
kat wrote:
Have you checked the model in der_tons model veiwer just to make sure it's ok?
I was not aware that der_ton made one, can you provide the link please I cant seem to find it on the search...
I've got it mirrored on my webbly site here
I've seen that error before on the forums but I can't remember what the fix was. Try splitting the top and bottom face from the mesh and processing that as it might be related to smoothing.
MichaelZee@Posted: Wed Jul 05, 2006 2:45 am : WOW!!!!!!!!!!

I just looked at the model in the modelveiwer and my normal map looks so much better

. I was allways looking at them in 3dsmax and I was getting misleading resualts. This is a great start and even though my normal maps are currently not perfect, I'll continue to try and make them better. Thank you doom3world and everyone, Ill post here if i ever have anymore questions.
MichaelZee@Posted: Tue Jul 11, 2006 9:40 pm : Hi
Just a little something I ran into while render bumping with the mtr code.
Code:
textures/faction_enemies/Faction_Grunt //Body
{
noselfShadow
unsmoothedtangents
renderbump -size 1024 1024 -trace .05 -aa 2 textures/faction_enemies/Faction_Grunt_Body_local.tga models/faction_enemies/Faction_Grunt_Body_High.ase
}
textures/faction_enemies/Faction_Grunt //Chamber
{
noselfShadow
unsmoothedtangents
renderbump -size 1024 1024 -trace .05 -aa 2 textures/faction_enemies/Faction_Grunt_Chamber_local.tga models/faction_enemies/Faction_Grunt_Chamber_High.ase
}
These are two shaders from my characters renderbump in the mtr code. How can I make it to where I can have doom 3 render them all at once. This is my code right now and with it I have to keep rendering the mtr's individually and its becoming quite a doozie having to cut out all the shaders and leave one>renderbump>then paest all the shaders back ect.
So how should this code look to where it can all render at once.
Thanks!