marconelly!
Veteran
Because of the modeling - it's not a perfect surface, you have the polygons seams. But it's specular map, that's pretty obvious.
marconelly! said:Because of the modeling - it's not a perfect surface, you have the polygons seams. But it's specular map, that's pretty obvious.
GameSpy: What are the most important improvements you've made to the game engine since Baldur's Gate: Dark Alliance?
# Ryan Geithman: 1. Networking.
# 2. Random dungeons.
# 3. Static bump mapping in the environments.
# 4. Improved our tools quite a bit. It's now much easier to network render our levels.
wazoo said:BGDA has zero bump mapping of any sort. The question was even asked directly to the devs by IGN (or another mag). Only very good work on the textures.
I do not know about Norrath.
EDIT :
GameSpy: What are the most important improvements you've made to the game engine since Baldur's Gate: Dark Alliance?
# Ryan Geithman: 1. Networking.
# 2. Random dungeons.
# 3. Static bump mapping in the environments.
# 4. Improved our tools quite a bit. It's now much easier to network render our levels.
PC-Engine said:What's the the difference between static bumpmapping and pre-baked BM?
Squeak said:One-pass CLUT BM can, if handled right, look really good, take a look at the below link and try the demonstration program:
http://homepage1.nifty.com/open-prog/java/applet/applet108/Page1.htm
http://www.eg.org/EG/CGF/Volume19/Issue3/paper140/Bumpview.zip
I don't remember that ever being asked, and I could swear there was some kind of BM going on as I've spent probably 5 minutes just making sure to see how it works in some rooms. There are rooms that are located underground so your character emits light around him. There are places in those rooms where tiny (and I mean *tiny*) bones are scattered around the floor. You can actually see the light cast by your character move over each side of those bones as you walk over them. It subtle, but I dont' know how such effect could have been accomplished without some kind of BM going on.BGDA has zero bump mapping of any sort. The question was even asked directly to the devs by IGN (or another mag). Only very good work on the textures.
Yeah, but patenting these techniques has never stopped anyone from copying them. If so, there wouldn't be a single game using normal mapping being made if royalties are not paid to Crytek. Even then, why not pay some penny to companies having the patent and license their methods? I doubt Argonout is begrudgingly keeping their CLUT bumpmapping away from the rest of the world...As patented by Argonaut.
I doubt you could see any triangles, as the bones I was talking about are like 8x2 pixels big or something to that effect - *really* tiny. It could be geometry though, but man, that would be an overkill if they actually modelled stuff like that.what gave it away was the fact that after a while i noticed the nature of vertex based lighting PS2 games have. The bump changed colours "in triangles", meaning it's per-vertex lighting and not per-pixel. Therefore, it was geometry and not bump mapping.
Again, I am not talking about anything pre-baked (of those two games, only CoN has pre-baked BMs, there are none in BGDA from what I remember), and yes, I know very well what I'm talking about. I know what bump mapping is, how it works, and what different kinds of it are there, as I was looking at it, and it's various variations since the days of Amiga, hell maybe even C64. If you read my first post in this thread, you will see that except for CoN/BGDA which I wasn't even sure about, and which I know used geometry for almost everything, I actually always knew that none of the PS2 games use any BM.I don't mean to be an ass, but do you have an Xbox? If so, you can see the huge difference between bump mapping there, and the pre-baked BMs in say, CoN/BGDA.