Re: [Release] Unreal: Combat Evolved
Re: [Release] Unreal: Combat Evolved
Halo didn't have normals... did it? They had bump maps iirc.
Re: [Release] Unreal: Combat Evolved
Re: [Release] Unreal: Combat Evolved
Kind of, Normal maps are more complex.
A quick google brought this up:
- Bumpmaps:
Single axis hieght information maps that the renderer can use to "shade"
the surface it is applied to. (1D Bump Maps). The hieght info is usually
stored as a grey scale 8 or 16 bits per pixel image file where the low
values (black) represent the low areas (valleys) and the high vlaues
(white) are used to represent the the high areas (peeks). - Normalmaps:
Three axis hieght information maps that the renderer can use to "shade"
the surface it is applied to. (3D Bump Maps). The X, Y, or Z axis specific
hieght info is usually stored as a 8 or 16 bits per pixel color image file
where the low values for the x axis (black) represent the low areas
(x-axis-dents) and the high vlaues (RED) are used to represent the
high areas (x-axis-protrusions). Green is used for the y axis in the
same way and blue for the z axis. Because normal maps contain
hieght information for all three axis (x, y, z) it is posible to discribe
a complete 360 degree curvature on all 3 axis in the shaded surface.
Re: [Release] Unreal: Combat Evolved
Quote:
Originally Posted by
t3h m00kz
Kind of, Normal maps are more complex.
A quick google brought this up:
- Bumpmaps:
Single axis hieght information maps that the renderer can use to "shade"
the surface it is applied to. (1D Bump Maps). The hieght info is usually
stored as a grey scale 8 or 16 bits per pixel image file where the low
values (black) represent the low areas (valleys) and the high vlaues
(white) are used to represent the the high areas (peeks). - Normalmaps:
Three axis hieght information maps that the renderer can use to "shade"
the surface it is applied to. (3D Bump Maps). The X, Y, or Z axis specific
hieght info is usually stored as a 8 or 16 bits per pixel color image file
where the low values for the x axis (black) represent the low areas
(x-axis-dents) and the high vlaues (RED) are used to represent the
high areas (x-axis-protrusions). Green is used for the y axis in the
same way and blue for the z axis. Because normal maps contain
hieght information for all three axis (x, y, z) it is posible to discribe
a complete 360 degree curvature on all 3 axis in the shaded surface.
Halo 2 uses bump. Halo 1 uses normal.
Re: [Release] Unreal: Combat Evolved
either way our current weapons dont have neither, only the m6d I think...
Re: [Release] Unreal: Combat Evolved
Yeah, all that's there is the stock stuff that came with Halo. The bumps were actually from a friend of mine, they didn't come with the game :( There are "multipurpose" maps though, that do things like specular level and opacity that came with the stock textures.
Re: [Release] Unreal: Combat Evolved
Quote:
Originally Posted by
t3h m00kz
Yeah, all that's there is the stock stuff that came with Halo. The bumps were actually from a friend of mine, they didn't come with the game :( There are "multipurpose" maps though, that do things like specular level and opacity that came with the stock textures.
Multipurpose modulates cube-maps, specular and self illumination.
Re: [Release] Unreal: Combat Evolved
yeah something like that I'm not much of a shader person
Re: [Release] Unreal: Combat Evolved
Wait...
Was I supposed to be doing something UT3 related today?