Is there a way to have normal mapping in GoldSRC?
So far I saw "fake" normal mapping, such as:
That's a sort of "pre-calculated" normal mapping, which is usually done by hand.
But then I wanted to make something more convincing:
As you can see, that is actually a layer which adds the fake bump-mapping.
Because of the capabilities which are present in VHLT compiling tools, "invisible" textures can cast shadows, giving me the opportunity to enhance, and possibly "break" the map's visuals.
So this is what we get:
I will just make these invisible in order to see the actual shadows.
And when we compile it:
LoL, at least there's some progress.
So, it can only be applied on HD textures (e.g. 480x480), or if we scale the original one down:
OMG, it looks cool!
But, that's very expensive when it comes to compiling time (VisLeaves: 70.40 seconds, FindFacePositions: 102.75 seconds etc.).
So, is there a way of implementing this bump/normal mapping which you can see in Source, into GoldSRC?