Comments on bumpmapping in Stretch Panic PS2?

I can't go , and i don't want to pay money to see it. but i'm sure the ps2 can do bumpmaping the only problem is the cost to system performance.
 
i rented it and in the 4 hours it took me to complete it :LOL: i have not noticed any kind of bump mapping even though i was aware they were using it and i was thoroughly analysing the graphics.....

it's got some nice effects but not bump mapping... but i could be wrong
 
I haven't played this game but I can tell you that Ratchet & Clank has massive bump-mapping. It's all over the place. I was surprised when I saw that, especially to the extent that it is being used.

BTW, R&C is IMO the best looking PS2 game so far. That I've seen anyway, but I haven't played everything.
 
are you serious?!?!?!


i don't recall Ratchet&Clank having any Bump Mapping at all............


must be confusing it with something else..... or maybe your PS2 has decided to (magically) extensively apply Bump Mapping to every surface.....
:LOL:
 
Well I'm no game designer but I know what bump-mapping looks like. It's very easy to spot in games like Rogue leader and SFA. In R&C, it really does look like bump-mapping. How it looks like from up close, how it flickers from far away... Same thing.

But I could be wrong... :oops:
 
i played the demo and seen the complete game running and never have i seen any sign of bump mapping....

even in silent hill 2 the textures were so detailed that u could mistake them for bump maps even tho they were just simple colour maps....
 
clem64, where exactly did you see something like bump mapping? I myself didn't notice it, but wouldn't mind looking for it. Apart from that, certainly a mighty impressive game (although I wasn't such a fan of the texturing).. :)

Tekken Tag had some very detailed textures (mainly the Kazuya-level, I think - the one inside the tempel with the fires in the background) which led me to believe they were bump mapped, but AFAIK Namco just used a lot of polygons for the floors together with excellent texturing.
 
Heheh, while we're speculating, in Devil May Cry, in the cutscene when you get Sparda's sword aftering beating the Dark Knight for the third time, it REALLY looks bumpmapped. I expect its not due to the obvious, but its the best example of pre-/fake bump maping I've seen.
 
ok. Go to Metropolis.

1) the platform where your ship has landed. The lines coming from the center of the plaftform to the outer edges as well as the circles following the outer edges.

2) the little passage way that leads from there to the gadgetron vendor. The floor is bump-mapped. (notice how the lines on the floor flicker when you're walking )

3) At that point, take a left and go down the stairs. The grey floor with squares on it and grass on the sides. There again bump mapping.

If I'm wrong someone please tell me. It's just that bump mapping in GC games looks exactly the same.

I think the best way to see if a surface has BM is to stare at it from up close and make sure that it's a flat surface. Then move away from the object. If you see that the surface has a flicker that follows the lines (bumps) on that surface, that's BM. If the surface is flat and simply covered with textures there's no reason for it to do that.
 
i still want a game (one any console) that looks like the zelda demo shown in 2000 before going all cell shaded.....

guess i'll have to wait....

and with no prog scan here in europe we couldnt even really enjoy it that much................ :devilish:

im gonna stress over this for so long now....... :LOL:
 
well the easiest way would be to have a light source and see whether the map changes according to the angle.

furthermore, using bump mapping where there are no dynamic lights is a bit useless to me.... DOT3 does add more detail, but a hi res texture o a detail texture can achieve pretty much the same result to many people's eyes....
 
clem64 said:
ok. Go to Metropolis.

1) the platform where your ship has landed. The lines coming from the center of the plaftform to the outer edges as well as the circles following the outer edges.

2) the little passage way that leads from there to the gadgetron vendor. The floor is bump-mapped. (notice how the lines on the floor flicker when you're walking )

3) At that point, take a left and go down the stairs. The grey floor with squares on it and grass on the sides. There again bump mapping.

If I'm wrong someone please tell me. It's just that bump mapping in GC games looks exactly the same.

I think the best way to see if a surface has BM is to stare at it from up close and make sure that it's a flat surface. Then move away from the object. If you see that the surface has a flicker that follows the lines (bumps) on that surface, that's BM. If the surface is flat and simply covered with textures there's no reason for it to do that.

Hmm, I just visited metropolis and it does seem to be something there that I did not previously notice. If this is bump mapping though.. well, dunno. Naughty Dog did say that the engine is capable of bump mapping but was not added in J&D. The textures in Metropolis (the ones with the little squares) does look somewhat 3d.. but due to the lack of a light source that would change the shadowing, I can not tell for sure. Could it just be that they used textures with a 3d look to them and thus having us mistake them for bump mapped ones?
 
**Could it just be that they used textures with a 3d look to them and thus having us mistake them for bump mapped ones**

exactly.

when there are no light sources it's pretty hard to discern the difference between a very detailed texture map and a bump map....
 
london-boy said:
i still want a game (one any console) that looks like the zelda demo shown in 2000 before going all cell shaded.....

guess i'll have to wait....

and with no prog scan here in europe we couldnt even really enjoy it that much................ :devilish:

im gonna stress over this for so long now....... :LOL:

I mentioned this in another thread, the Spaceworld 2000 demo was a throw-together deal - it isn't an engine of any kind, really, and is built for the sole purpose of displaying two characters in a single environment. I doubt that LOD could be maintained to any remote degree with larger environments or more characters during this console generation... let alone once AI, physics, collision detection, et al. are added in.
 
IMO, Metroid Prime appears to be bump-mapped in certain areas.. but it's not.

You can usually tell when there's bump-mapping.. it really sticks out.
 
The one game on PS2 that probably uses bump mapping in some scenes is BG:DA. There are rooms (like the one with the sphere where you fight bunch of skeletons) which exhibit something that really looks like BM. Just look at the floor while you move around - you'll see how the light changes in the dents on the floor.
 
Uhm, I think they should try getting some less shitty textures before cutting the performance even more with something its hardware cant do.
 
Also you can "prebake" a bumpmap into a texture, but it's not bumpmapping. For example in Soul Calibur, the ring that's in Venice has floor tiles that look bumpmapping, bit it's just been prebaked into the texture and since the lightsource didn't move, floor looked bumpmapped.
 
Like I said, a flat surface with a simple texture applied to it doesn't behave the way that I described in my earlier post. I believe it is BM because it looks strangly similar to what I know to be BM in Rogue leader.

Does anyone have 10MB or so of free webspace? I could cap some movies of what I'm talking about and upload them. That way everybody could have a look at it. :LOL:

IMO, Metroid Prime appears to be bump-mapped in certain areas.. but it's not.

You can usually tell when there's bump-mapping.. it really sticks out.

Yep. I paid attention to MP's environment and never saw any bump-mapping. So it didn't surprise to hear afterwards that Retro didn't make use of it. The game looks incredible even without it. Sometimes I saw a wall from far away that seemed to have bump-mapping but when I got up close to my surprise it was an actual bump. :eek: :D
 
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