Happy holidays! I hope you're all doing well!
Someone wrote me a few weeks ago about bumpmapping (shinywater) in NWN and after responding, I started playing around with all that stuff again. The shinywater effect is not very flexible, doesn't yield much when it does yield something, and it's usually only visible on NVidia cards- though my current ATI drivers (new) seem to display it "fine". The shiny water effect isn't even real bump mapping, per se. It is or is closely related to an effect called EMBM ("Environment-Mapped Bump Mapping") and it always gives that plastic-y, shiny look when it's used in a game. Anyway, as usual for playing around with TXI files, after a few weeks of trying different brute force approaches to make headway on useful features, I came up empty handed.
But I wanted to toss something out there, a clue, in case there were others who had the time and inclination to explores such things. The "lead" I'm following (albeit in my usual roundabout fashion) is based on a single (official) screenshot that Bioware produced very early on in production and which can still be found on a few NVidia sites:
So, the above pic (one of a kind, AFAIK) shows an effect on the boulder and the obelisk that is "bump mappy" but is definitely not that EMBM/shinywater effect. It's something else. What...is it?
Well, so far, I think it's a specular bump map. That would explain the monocromatic nature of the effect itself, where it appears that it relies on lighting to give it its color. It would also fit in with the example.txi file's commands (which includes isspecularbumpmap along with isdiffusebumpmap) which were included with the original Bioware engine export plugins for 3ds Max 3, 4 & 5.1. Unfortunately, while many of the commands in that example file work, a number of them don't and the command sequence they imply for bump mapping use doesn't appear to. From that same plugin pack, the BumpyShinyAlignCheck portion of aurasanity.ms would seem, from what I can understand of it, to work with specular maps- though it might've worked for other maps, as well.
But is it an example of a specular bump map? I dunno for sure. It's some kind of bump map. The things I mentioned above, along with the LightColor and (especially) LightOffsetX, LightOffsetY and LightOffsetZ columns in placeables.2da kind of make me think that, at least at one time, Bioware was sweet on the idea of doing a kind of 3D emboss effect on placeables and one which might not have even required a cubemap to do. Which means, if the functionality is still in there, it might be something everyone (and not just NVidia users) could benefit from.
Food for thought! If I find anything useful, I'll post about it and I hope others would do the same.
Cheers!