Doom 3
BaconTheory
Join Date: 2003-09-06 Member: 20615Members
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in Off-Topic
<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?
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?
Comments
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.
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.
Well, yeah that is a bit...square-ish...HOWEVER thanks for all your help guys thats what i needed to know.
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.
<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.
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.
<a href='http://www.cgtalk.com/showthread.php?s=&threadid=113522' target='_blank'>Bump map here</a>
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.
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-->
Because you know it would be right!
Oh <i>yes</i>, another WW2 game. Exactely what we need.
RTCW is the 3rd in the series...
Caslte Wolfenstein
Wolfenstein 3D
Return To Castle Wolfenstein
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.
Just my two cents.
An example of bump-mapping in Half-Life 2.
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.