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← Detail mapping

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Detail mapping is one of the new engine features in EDuke32. It uses hardware multitexturing to combine a regular texture map with a greyscale texture scaled differently, resulting in memory-efficient additionnal detail. [[DEF Language|DEF syntax]] to define detail textures inside '''model''' or '''texture''' blocks : '''detail { file ''filename'' scale ''scale'' surf ''surface''}''' where ''filename'' is a regular double-quoted texture complete path and ''scale'' a positive floating-point value that'll determine how much your detail map should repeat on your diffuse map (if you want your detail map to repeat five times, use a 1/5 scale : '''0.2''') and ''surface'' the surface id you want to work with if you're dealing with MD3s. == Example of a detail map definition : == Get to the 884 crate texture definition in the textures.def included with the HRP : <pre>texture 884 { pal 0 { file "highres/textures/0884.jpg" } }</pre> Add a detail texture definition line so it looks like that : <pre>texture 884 { pal 0 { file "highres/textures/0884.jpg" } detail { file "highres/textures/0884_detail.jpg" scale 1.0 } }</pre> Get this detail texture (I found it here : [http://www.web3d-fr.com/tutoriels/modelisation/Textures1/index.php]) and save it as '''0884_detail.jpg''' in the '''highres/textures''' directory : [[Image:detail.jpg]] Make sure detail mapping is enabled in the advanced graphics option menu (or just type '''r_detailmapping 1''' in the console), fire up E1L1 and see the result on the roof crate : [[Image:detailedmapping.jpg]] Try setting the scale to a lower value to add even more detail (a 1.0 scale doesn't make much sense because your it doesn't add any potential detail to your texture). Here's the same crate with a '''0.2''' scale (meaning that the detail map will fit five times on the diffuse map) : [[Image:evenmoredetailedmapping.jpg]] Detail mapping can also be used on models : [[Image:detailedpigcop.jpg]]

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