chaphack said:King of BM?
Someone called?![]()
![]()
"Oh Holy One, we are not worthy"
where is the bumpmap here? i dont look.....
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chaphack said:King of BM?
Someone called?![]()
![]()
"Oh Holy One, we are not worthy"
where is the bumpmap here? i dont look.....
Echarin said:The link... something wrongggg with it.... fix... now!
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DeathKnight said:london-boy, it's most likely that it simply is not feasible to implement it in most kinds of game situations on the PS2.
This is why I aked in the first place, "What does this prove exactly?"
The PS2 is nowhere near the "Bumpmap KING" and a little tech demo doesn't help to prove it. However, it is a nice little demo though![]()
vers said:Simon F said:vers said:dot3 bummapping is sux
it is per pixel lighting(with 4 light) and normalmap , doom3 use it
I don't understand you. You say that dot3 bump mapping is bad and then say you are using dot3 bumpmapping (i.e. light directions and normal map)
i thought emboss bumpapping , sorry
True, but pretty much everything on the scene casted a proper shadow, which is what you asked aboutThe thing I noticed about it was how they had very limited amounts light sources in every scene the max I remember seeing was 2-3?
london-boy said:how come not one ps2 game features bump mapping?
if it's that easy for a single guy to do, then how come big devs like naughty dog, square etc are note using it?
dont mean in every single polygon, even if it is in only a few objects i wouldnt mind, but currently its not even that....
Are you sure you are in the right thread and/or that you know what you are talking about?the texture quality is bad as usual, which is PS2's biggest fault(small texture cache, and absolutely no texture compression)..
Shiny BM ass!