london-boy said:They BOTH use specular maps, NOT normal maps.
A spherical alpha-ed envmap should do the trick most of the time.
london-boy said:They BOTH use specular maps, NOT normal maps.
_phil_ said:A spherical alpha-ed envmap should do the trick most of the time.
london-boy said:That's what i'm saying! The coat on Trinity (T H E B L A C K S H I N Y O N E) is leather. Black leather. The top on Primal's girl is leather. Red leather. The BOTH are trying to achieve the same effect (whether you call this "simulating textures" - which makes no sense cause you don't "simulate" textures - or "simulate geometry" it doesn't matter). They BOTH use specular maps, NOT normal maps..
ihamoitc2005 said:No they are trying to achieve different effects. Top in primal is simulating leather texture, Trinity coat is simulating not merely texture but actual deformation of surface. This is because Trinity coat is loose fiting and can deform, bend, wrinkle, etc, while primal top is skin-tight and hence no deformation effect needs to be simulated.
Since the jak engines didn't have any type of dynamic lights except for the sun, the only place you'll find bump-mapping is in the desert. as the day goes on in the desert, the sun will reveal different creases and hills on the sand.london-boy said:Naughty Dog said the Jak engine "supported" bump mapping, but personally i haven't played much of Jak3 to tell. From experience it's the same effects they used in Jak2, which uses the same engine as Jak3. Could be bump map but i'd have to see it in motion.
london-boy said:ihamoitc, do you even know what normal mapping is? Just because something "looks bumpy" in a screenshot, it doesn't mean it's normal mapping, or even bump mapping. Good textures can look bumpy on screenshots. That's why it's bloody useless to judge graphics from screenshots. I will NEVER repeat this enough.
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london-boy said:COUGH...page 1... COUGH
Bohdy said:I'd just like to see some shots or footage of the claimed normal mapping in the new Shiny game, Path of Neo.
Anyone have any?
london-boy said:Uhm no, Primal was also using the effect to create the same effect (creases, deformations, bends...)
If that's the reason why you think Trinity uses normal mapping, you're wrong. But to be honest i really, honestly don't care. I didn't buy Primal and i certainly won't be playing Neo.
Believe what you have to believe.
Shifty Geezer said:Question : Would the developer outright ball-faced lie? Would they claim normal-mapping if there wasn't any of any sort at all? Devs may stretch the truth somewhat, but such a claim is surely going to need some substance. Looking at the IGN movie it wasn't at all clear, but then the scenes were too short to notice anything. It needs some in-game footage really. Until such evidence surfaces the debate is based purely on faith, making this a religious discussion that belongs in the RPS forum.
_phil_ said:Polybump IS normalmapping.
therealskywolf said:Nobody is saying it isn't using normal mapping. It's just using it in a very crappy way, probably because PS2 just couldn't do more.
ihamoitc2005 said:What happens when one rotates camera from one camera location is intensity of reflected light changes on all real and simulated surfaces if portal.
As for Neo game, yes, most character models bodies are not very impressive, but the Trinity character model has very nice simulation of real shiny and flexible coat material.
ok, i did neglect any possible specularity component on those shots, on the basis that they were showin rough stone surfaces. e.g. concrete surfaces never have specularity component to them. they're essentially diffuse therefore do not depend on the camera angle. unless you want to simulate any possible quartz/glass/metal grains in the stone using a notable specularity component on it would not make much sense. of course, that's entirely upon artist's discretion.
well, that's most likely plain old environmental mapping with reflection vector, it doesn't take normal mapping to achieve the look of trinity's coat seen in those screenshots.
ihamoitc2005 said:Not so much specularity but so I am not sure what you refer to but as for portal simulation of geometrical detail, not specularity is quite apparent.
Environment mapping good for shininess but not good for simulation of surface deformation.
Shifty Geezer said:We had this discussion months back, but I can't keep away...! CON's bumps are as goos as anything I've ever seen. If you look at modern dungeon games with their normal mapped stone walls and the way light interacts as though it's a 3D surface, that's exactly what CON has. Check out the dark caves when you shoot a fireball down and the light creeps over the surface.
I think it's worth noting that this effect is only on some surfaces though. If an intensive rendering process it'd make sense that it's confined to simpler scenery. It's also worth noting that CON has every other effect including full screen AA, so why not normal mapping as well? Though in the previous discussion LondonBoy suggested it was just lots of geometry, and the developers have never confrimed what technique they used. However, their engine is available for licensing so all we need is someone to try it out and report back to us...