Doesn't look like I can post.BTW tapmn did you get activated at sega16 ? Or maybe I should repost that request.
Doesn't look like I can post.BTW tapmn did you get activated at sega16 ? Or maybe I should repost that request.
Sorry I tried reposting the request, nothing. I guess you can try pming the admit I think his name is melf or something like that .Sorry , I tried.Doesn't look like I can post.
What´s up guys! i´d like to ask you, specifically to Cloofoofoo and the other people who is posting great tech data and polycount numbers lately, if i can share some of your work on my facebook page? i have a small facebook fanpage and group for gaming news, gameplays, reviews and stuff, and should be nice to show gamers from my country (Colombia, Latin America) some of your findings.
Just looks like a secondary detail texture to me. I don't see any indicator it's reacting to light (although that's hard to see in static shots!).
Mostly. However, you should see variance in brightness based on light direction, whereas here, the variance just maps the variance of the bump texture. Also, the darks shouldn't be any darker than the base texture, as the blacks of the bump map should just represent no bump. A true bump map would range in brightness from road's base grey (times whatever ambient light setting) to bright where the light hits is. If you notice the original asphalt texture, it ranges from white to grey, not black, which is what you'd have in a multiply-blend detail texture.without changes in lighting direction it is almost if not totally, impossible to understand if thats a bump mapping
Bump mapping is possibly something similar to embos bump mapping which is really not that effective.I don't see anything in thas screenshot that tells me that texture is behaving like a normal map and not just as a simple alpha overlay blending in black. Maybe just doing a Multiply there...
So Not really polygon count but I think its pertinent information. I went back to f1 racing championship on the dreamcast and replaced what I thought was the bump map for the road and grass just to confirm the game uses bumpmapping . And yes it does, the road and grass became bick like. huh, I guess many games on the dc could be using bumpmapping but we wouldnt know at all because for some reason its not noticeable . Could have been cool to see on character models.
Original:
Changed the bump map to a more noticeable texture:
Is there anyway to insert a texture that actually reacts to light?
Is there anyway to insert a texture that actually reacts to light?
I doubt that's a normal map. It doesn't look what I would expect a spherical coordinate normal map to look like, nor is it a cartesian normal map. It's probably a detail texture. While it's technically possible for the emulator to implement normal maps by precalculating the lighting and generating a unique texture for each lightning variation, or integrating the normals into a height map or something, it would be way easier and more efficient to implement the normal map by just doing the lighting in a shader.
Can you try dumping Shenmue II's normal maps through the emulator to see what it converts them to? I know what those are supposed to look like, and it would be a good reference to see how the emulator handles normal maps. (Rayman II also supposedly uses normal maps, and it looks like the US/EU version of Sega Rally 2 might be using a normal map for the background of the menus, but the raw textures of those haven't been dumped AFAIK.)
(Also, it looks like I can post on Sega-16 now, thanks.)
I doubt that's a normal map. It doesn't look what I would expect a spherical coordinate normal map to look like, nor is it a cartesian normal map. It's probably a detail texture. While it's technically possible for the emulator to implement normal maps by precalculating the lighting and generating a unique texture for each lightning variation, or integrating the normals into a height map or something, it would be way easier and more efficient to implement the normal map by just doing the lighting in a shader.
Can you try dumping Shenmue II's normal maps through the emulator to see what it converts them to? I know what those are supposed to look like, and it would be a good reference to see how the emulator handles normal maps. (Rayman II also supposedly uses normal maps, and it looks like the US/EU version of Sega Rally 2 might be using a normal map for the background of the menus, but the raw textures of those haven't been dumped AFAIK.)
(Also, it looks like I can post on Sega-16 now, thanks.)