Doom 3

BaconTheoryBaconTheory Join Date: 2003-09-06 Member: 20615Members
<div class="IPBDescription">Need clarification plz.</div> Well I just got my GamePro today in the mail and I was reading this article on Doom 3. It looks like its going to be teh winnar, but I need one thing explained. Maybe I'm a nub and im not 1337, but I highly doubt that <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> .

The developer, Marty Stratton, was talking about something called "Bump-Texturing" where by texturing the model a certain way, reduces the polygon count. How does this work?
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Comments

  • Nemesis_ZeroNemesis_Zero Old European Join Date: 2002-01-25 Member: 75Members, Retired Developer, NS1 Playtester, Constellation
    edited February 2004
    'Bump-maps' are a kind of second texture layed over the actual assembly of colors that normally constitutes a models or other objects skin. According to these maps, the engine can make the texture look volumentric, that is, it can add 'height' to them. As an easy example, imagine a wall made of raw stoneslabs.
    Without bumpmapping, that wall will look flat, because in engine terms, it's simply two triangles with a bitmap thrown over it. With bumpmapping, the wall would look plastic because parts of it would appear to 'stand out'.

    In the terms of Doom 3s models, this means that the modellers don't have to waste polygons on details that can later be 'slipped in' by the texture artists using a smart bump map.
  • Billy_SilverfishBilly_Silverfish Join Date: 2003-04-20 Member: 15688Members
    For a quick example:

    Halo Master Chief (basic model): <a href='http://halo.bungie.net/images/site/halo/gallery/halo2/mc_smoothmesh.jpg' target='_blank'>http://halo.bungie.net/images/site/halo/ga..._smoothmesh.jpg</a>

    Halo Master Chief (with bumpmaps added): <a href='http://halo.bungie.net/images/site/halo/gallery/halo2/mc_maps.jpg' target='_blank'>http://halo.bungie.net/images/site/halo/ga...lo2/mc_maps.jpg</a>

    - there aren't any additional polygons here - it's all down to a bump map texture.
  • PulsePulse To create, to create and escape. Join Date: 2002-08-29 Member: 1248Members, Constellation
    The only problem is that the models in Doom 3 are some of the worst in any game ever, they look like they're from System Shock 2, and yet (naughty, warez happy) people tell me they still have a huge amount of polygons.
  • Owen1Owen1 Join Date: 2003-04-13 Member: 15457Members
    awful... no lad, they are very attractive
  • PulsePulse To create, to create and escape. Join Date: 2002-08-29 Member: 1248Members, Constellation
    <a href='http://www.doomworld.com/shots/doom3_081502/1.jpg' target='_blank'>I rest my case.</a>
  • BaconTheoryBaconTheory Join Date: 2003-09-06 Member: 20615Members
    <!--QuoteBegin-Pulse+Feb 28 2004, 08:24 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Pulse @ Feb 28 2004, 08:24 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <a href='http://www.doomworld.com/shots/doom3_081502/1.jpg' target='_blank'>I rest my case.</a> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Well, yeah that is a bit...square-ish...HOWEVER thanks for all your help guys thats what i needed to know.
  • Billy_SilverfishBilly_Silverfish Join Date: 2003-04-20 Member: 15688Members
    That picture is 18 months old, and in the movies I've seen the models are much more impressive. Not to mention they're probably all truform-able.
  • xKORExslimxKORExslim Join Date: 2003-01-11 Member: 12182Members
    One thing that many people fail to see is the fact that Doom 3 uses a highly enhanced Quake 3 Engine. Somethings that I`ve noticed (the console style) and the loading console (you know the one with the blue backround and stuff when you load up quake 3) are all present in doom 3.

    Commands are the same too.

    id is known to do this anyways, they used some base code from the quake engine to build the quake 3 engine up.

    On a side note: the UT2k3 engine isn`t bumpmapped. While playing the game I didn`t find any signs of bumpmapping. And to be honest, I think that the Quake 3 engine, when brought to its limits can look so much better than UT2k3. If I found some screenshots of maps that use specialized compile tools, I could show you impressive stuff that you`d never see in Stock Quake 3 maps. (Such as dynamic lighting). Don`t forget that this doesn`t change the quake 3 engine itself, this was already in it.

    And a small rumor was that back when Quake 3 was in production, id was debating weather to add bump mapping to the game, and some crude bump mapping code is built in the engine, but it`s just a rumor, dont take my word for it. I just hear everything that goes on in the engine world of things. I so can`t wait till the quake 3 source is released in 1-2 years. It will be an incredibly stable platform to develop amazing graphical enhancements.
  • xKORExslimxKORExslim Join Date: 2003-01-11 Member: 12182Members
    OK! got yous all some sexeh images from a very nicely done quake 3 map. (Notice the lighting.)

    <img src='http://www.planetquake.com/eoc/maps/rjldm3/shot3.jpg' border='0' alt='user posted image' />

    <img src='http://www.planetquake.com/eoc/maps/rjldm3/shot5.jpg' border='0' alt='user posted image' />

    <img src='http://www.planetquake.com/eoc/maps/rjldm3/shot4.jpg' border='0' alt='user posted image' />


    The images are pretty darn small, they`d have been amazing at 1024 by 768. Oh well.
  • GwahirGwahir Join Date: 2002-04-24 Member: 513Members, Constellation
    bump mapping is one thing, not to be confused with normal mapping, which allows greater detail. Similar in concept though.
  • xKORExslimxKORExslim Join Date: 2003-01-11 Member: 12182Members
    Yeah, bump mapping can handle light angles so many times better than something like shade mapping. Normal mapping makes certain areas appear brighter than others on a texture when light is applied. This was used in Quake 3 maps.

    Bump mapping pretty much tricks the light into thinking there`s something there and thus makes it look like there`s a bump in the wall.
  • frostymoosefrostymoose Join Date: 2003-09-12 Member: 20799Members
    edited February 2004
    <a href='http://www.cgtalk.com/showthread.php?s=&threadid=121139&perpage=15&pagenumber=1' target='_blank'>normal maps</a>

    <a href='http://www.cgtalk.com/showthread.php?s=&threadid=113522' target='_blank'>Bump map here</a>
  • NumbersNotFoundNumbersNotFound Join Date: 2002-11-07 Member: 7556Members
    ID said that Doom3 was a totally new engine... except for some of the movement and control code from Q3... they said they kept that <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
  • neko1neko1 Join Date: 2004-02-28 Member: 26950Members
    I thought UT2k3 could do primitive bump mapping like cubed mapping or something like that (forget the name)
  • DOOManiacDOOManiac Worst. Critic. Ever. Join Date: 2002-04-17 Member: 462Members, NS1 Playtester
    Quake 3 (and I'm sure DOOM 3) has come small code left over from Wolf3D. There's just no reason to trash EVERYTHING you did and start from scratch writing the same thing twice, that'd be silly. That doesn't mean its not a brand new engine though. Definately you can tell DOOM3 has evolved from it though, especially while you play it.

    I got to play it 4 player deathmatch at Quakecon last year, and the controls really feel similar to Quake/Half-Life's input. Errm.. Its hard to explain, but different game engines 'feel' different usually. UT2004 feels a *LOT* different than quake for example. And LithTech is even more different.
  • Leaderz0rzLeaderz0rz Join Date: 2002-11-09 Member: 7847Members
    doom 3 is not a new engine, unless they changed engines since the last E2
  • darkflame_666darkflame_666 Join Date: 2003-12-18 Member: 24531Members
    <!--QuoteBegin-Billy Silverfish+Feb 28 2004, 07:50 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Billy Silverfish @ Feb 28 2004, 07:50 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> For a quick example:

    Halo Master Chief (basic model): <a href='http://halo.bungie.net/images/site/halo/gallery/halo2/mc_smoothmesh.jpg' target='_blank'>http://halo.bungie.net/images/site/halo/ga..._smoothmesh.jpg</a>

    Halo Master Chief (with bumpmaps added): <a href='http://halo.bungie.net/images/site/halo/gallery/halo2/mc_maps.jpg' target='_blank'>http://halo.bungie.net/images/site/halo/ga...lo2/mc_maps.jpg</a>

    - there aren't any additional polygons here - it's all down to a bump map texture. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    The basic model looks like it would do well in the sack <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
  • VenmochVenmoch Join Date: 2002-08-07 Member: 1093Members
    Well as well as DOOM 3 I want Return To Castle Wolfenstein 2 on the DOOM 3 engine.

    Because you know it would be right!
  • DOOManiacDOOManiac Worst. Critic. Ever. Join Date: 2002-04-17 Member: 462Members, NS1 Playtester
    Return To Spear Of Destiny! :D
  • Nemesis_ZeroNemesis_Zero Old European Join Date: 2002-01-25 Member: 75Members, Retired Developer, NS1 Playtester, Constellation
    <!--QuoteBegin-Venmoch+Feb 29 2004, 09:39 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Venmoch @ Feb 29 2004, 09:39 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Well as well as DOOM 3 I want Return To Castle Wolfenstein 2 on the DOOM 3 engine. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Oh <i>yes</i>, another WW2 game. Exactely what we need.
  • VenmochVenmoch Join Date: 2002-08-07 Member: 1093Members
    Yeah but with all respect Nem, RTCW wasn't your "Standard" WW2 game.
  • Nemesis_ZeroNemesis_Zero Old European Join Date: 2002-01-25 Member: 75Members, Retired Developer, NS1 Playtester, Constellation
    It plays in the war of 1939 to 1945, or rather, the impression John Wayne and Ronald Reagon created of it, and that's honestly all I'm getting at. If we have to have war games, couldn't we get something closer to Full Metal Jacket than the Dirty Dozen?
  • TequilaTequila Join Date: 2003-08-13 Member: 19660Members
    RTCW was nothing like a typical WW2 game; it was basically a schlock-horror adventure set during that era. I'm all for a sequel, provided they sort the pathetic weapon models out.
  • RellixRellix Join Date: 2003-02-15 Member: 13572Members, Constellation, Reinforced - Shadow
    <!--QuoteBegin-Tequila+Feb 29 2004, 03:47 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Tequila @ Feb 29 2004, 03:47 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> RTCW was nothing like a typical WW2 game; it was basically a schlock-horror adventure set during that era. I'm all for a sequel, provided they sort the pathetic weapon models out. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    RTCW is the 3rd in the series...

    Caslte Wolfenstein
    Wolfenstein 3D
    Return To Castle Wolfenstein
  • EmseeEmsee Join Date: 2003-05-23 Member: 16644Members, Constellation
    It would still be a sequel.

    Se-quel:
    1. Something that follows; a continuation.
    2. A literary, dramatic, or cinematic work whose narrative continues that of a preexisting work.
    3. A result or consequence.
  • xKORExslimxKORExslim Join Date: 2003-01-11 Member: 12182Members
    I personally did not like RTCW.

    Just my two cents.
  • AlcapwnAlcapwn &quot;War is the science of destruction&quot; - John Abbot Join Date: 2003-06-21 Member: 17590Members
    I get gamepro too, if you look back a couple of issues in the "GeekSpeak" section it will explain what Bump-Mapping and Bump-Texturing is in plain english.
  • TommyVercettiTommyVercetti Join Date: 2003-02-10 Member: 13390Members, Constellation, Reinforced - Shadow
    <a href='http://www.fileplanet.com/files/120000/129654.shtml' target='_blank'>http://www.fileplanet.com/files/120000/129654.shtml</a>

    An example of bump-mapping in Half-Life 2.
  • Nemesis_ZeroNemesis_Zero Old European Join Date: 2002-01-25 Member: 75Members, Retired Developer, NS1 Playtester, Constellation
    <!--QuoteBegin-Tequila+Feb 29 2004, 03:47 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Tequila @ Feb 29 2004, 03:47 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> RTCW was nothing like a typical WW2 game; it was basically a schlock-horror adventure set during that era. I'm all for a sequel, provided they sort the pathetic weapon models out. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Let's see:<ul><li>All Germans equal Nazis equal the elemental evil? Check.</li><li>A single white American soldier basically tears the whole of the Third Reich down, thus ironically re-enacting parts of the aestethics pioneered by the Nazi propaganda and grossly neglecting the contribution of the other factions, most notably the Russian soldiers? Check.</li><li>The actual fighting is portrayed as a series of grim, yet heroical, and almost sterilely clean actions? Check.</li></ul>RTCW, MoH, CoD, what have you, they all base on the same (absolutely unrealistic) assumptions. RTCW is at least honest enough to accept that and go over the top.
  • TommyVercettiTommyVercetti Join Date: 2003-02-10 Member: 13390Members, Constellation, Reinforced - Shadow
    One of Call of Duty's main selling points was that it <i>didn't</i> neglect the contribution of other factions. So what if you can take 20 rounds to the chest? It was still a damn good game, and far better than any other set in WWII.
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