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Add normal maps #34901
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RSI Diff Bot; head commit b919486 merging into 33b9149 Resources/Textures/Clothing/Head/Hardsuits/atmospherics.rsi
Resources/Textures/Clothing/Head/Hardsuits/capspace.rsi
Resources/Textures/Clothing/Head/Hardsuits/cybersun.rsi
Resources/Textures/Clothing/Head/Hardsuits/engineering-white.rsi
Resources/Textures/Clothing/Head/Hardsuits/engineering.rsi
Resources/Textures/Clothing/Head/Hardsuits/medical.rsi
Resources/Textures/Clothing/Head/Hardsuits/security-red.rsi
Resources/Textures/Clothing/Head/Hardsuits/security-warden.rsi
Resources/Textures/Clothing/Head/Hardsuits/security.rsi
Resources/Textures/Clothing/Head/Hardsuits/spatiohelm.rsi
Resources/Textures/Clothing/Head/Hardsuits/syndicate.rsi
Resources/Textures/Clothing/Head/Hardsuits/syndiecommander.rsi
Resources/Textures/Clothing/Head/Hardsuits/syndieelite.rsi
Resources/Textures/Clothing/Head/Hardsuits/syndiemedic.rsi
Resources/Textures/Clothing/Head/Helmets/atmos_firehelmet.rsi
Resources/Textures/Clothing/Head/Helmets/eva_large.rsi
Resources/Textures/Clothing/Head/Helmets/eva_syndicate.rsi
Resources/Textures/Clothing/OuterClothing/Hardsuits/atmospherics.rsi
Resources/Textures/Clothing/OuterClothing/Hardsuits/capspace.rsi
Resources/Textures/Clothing/OuterClothing/Hardsuits/cybersun.rsi
Resources/Textures/Clothing/OuterClothing/Hardsuits/engineering-white.rsi
Resources/Textures/Clothing/OuterClothing/Hardsuits/engineering.rsi
Resources/Textures/Clothing/OuterClothing/Hardsuits/medical.rsi
Resources/Textures/Clothing/OuterClothing/Hardsuits/rd.rsi
Resources/Textures/Clothing/OuterClothing/Hardsuits/security-red.rsi
Resources/Textures/Clothing/OuterClothing/Hardsuits/security-warden.rsi
Resources/Textures/Clothing/OuterClothing/Hardsuits/security.rsi
Resources/Textures/Clothing/OuterClothing/Hardsuits/spatio.rsi
Resources/Textures/Clothing/OuterClothing/Hardsuits/syndicate.rsi
Resources/Textures/Clothing/OuterClothing/Hardsuits/syndiecommander.rsi
Resources/Textures/Clothing/OuterClothing/Hardsuits/syndieelite.rsi
Resources/Textures/Clothing/OuterClothing/Hardsuits/syndiemedic.rsi
Resources/Textures/Clothing/OuterClothing/Suits/eva.rsi
Resources/Textures/Clothing/OuterClothing/Suits/eva_emergency.rsi
Resources/Textures/Clothing/OuterClothing/Suits/eva_syndicate.rsi
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: |
gonna be ready in like 2 months fr fr |
one more hardsuit jbjjrbejrbrj then i get to do all the helmets |
helmet time |
ngl i've spent like 5 minutes staring (ingame) at the video i just put in media |
Is this what Flareguy felt when making all the vox sprites |
…on-14 into 25-02-05-bumps
YARG!!!!!! |
Would you like reviewers assigned to you for this PR? You'll have to say who you want this time. |
Also I think in order for your tests to pass you'll have to add schema information in rsi-schema.json. |
warg |
The RSI validator, which checks meta.jsons, uses rsi-schema.json as a base to check against. That test is crying, and you've added new metadata information that isn't defined as standard in the schema, so when the test goes to check your new metadata files against the rsi-schema.json file to make sure everything is correct, it cries because it sees something it doesn't expect. That's my guess though. |
validate-rsis.py is crying because it looks for all the pngs in the state objects and because it can't find the bump maps (it only checks the "name" field) it screams because they're defined In A Different Way. also it's in the engine so i can't do anything about it (in this pr) |
Ah, well, sounds like you need to make another engine PR (godo). |
this PR is kil until i fix all the millions of issues with the engine pr |
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About the PR
Bump maps by notquitehadouken for SS14.
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 (In order of priority):
Salvage suitsNevermind, just spationaut.Covered by autogenerated normals (Or not worth the effort):
shader: unshaded
on itWhy / Balance
Normal maps are Cool and so is lighting in general
Technical details
Media
(achieved by setting LIGHTING_HEIGHT in light_shared.swsl to the sine of time...i have just had an idea)
MyServer.-.Space.Station.14.2025-02-17.14-28-02.online-video-cutter.com.1.mp4
Requirements
Breaking changes
Changelog
🆑