Author Topic: Bump-Mapping Q's  (Read 5721 times)

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Offline Bobboau

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they get lit diferently, like on a texture usualy it is lit from above, but a bump map will look like its geting lit from the same direction as the model so it looks like surface detail
look at this
« Last Edit: October 31, 2002, 11:11:01 am by 57 »
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Offline Riven

  • 28
look at this: http://freespace.virgin.net/realization.project/

if you guys right the code then we will have the maps to use

 

Offline Bobboau

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I've actualy gotten a lot of bump and lighting maps
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DEUTERONOMY 22:11
Thou shalt not wear a garment of diverse sorts, [as] of woollen and linen together

 

Offline Sandwich

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AFAIK, GF2MXes do support bump-mapping - I have one, and it runs the bump-mapping test in 3DMark 2001 just fine, thank you. :)

Riven, that's a mighty nice page there - simplicity rulez. :)
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Offline wamingo

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Not trying to discourage the implementation of bumpmapping, but I question the impact bumpmapping will have on smaller ships...
In freespace you barely see the detail of fighters and other small craft and objects... On large ships, capital ships, spacestations etc it might have a great effect because detail on large objects are made through textures, not polygons...
So before people start making bumpmaps for every tiny object in the game you might wanna rethink, otherwise you may just increase load times for very little reason... don't need to recreate the atom to show us space you know ;)

just a thought :)

 

Offline RandomTiger

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wamingo is totally right, I have a hard time even noticing the difference of high res textures on fighters when the game is running.

As with everthing else this should be optional, people who want bumpmapping but have limited resources could use only bumpmaps for capital ships while though of you who are rich can have everything they need.

Also someone could improve the loading time quite easily, its not very clever.

 

Offline Bobboau

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they shouldbe made for the first and maybe second detail level, what I think would be more of a visable effect for both and probly easier would be a lumanance map or what ever you want to call it, and for both of these things I think I have sorted a quick and easiy way to load the textures without haveing to add anything to the model format, while loading them simply catagnate "-bump" or "-glow" to the end of the texture name and give that texture index to a int in the pm structure, if someone gives me a draw poly function with optional arguments for transperency, lumanance, and bump (even if they are only place holders for when the code will suport such things) I could have it sorted out in about an hour (well maybe three our four)
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learn to use PCS
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DEUTERONOMY 22:11
Thou shalt not wear a garment of diverse sorts, [as] of woollen and linen together

 

Offline RandomTiger

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Quote
Originally posted by Bobboau
I think I have sorted a quick and easiy way to load the textures without haveing to add anything to the model format, while loading them simply catagnate "-bump" or "-glow" to the end of the texture name


Great minds tink alike, I had the same idea.

  

Offline EdrickV

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Modifying the filenames for loading various things (like the 2_ for high res stuff) is standard procedure for FS2. :)
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