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Thread: [Release] Unreal: Combat Evolved

  1. #51
    Untruely Bannable~ Inferno's Avatar
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    Re: [Release] Unreal: Combat Evolved

    They have normals >_>.
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  2. #52

    Re: [Release] Unreal: Combat Evolved

    Halo didn't have normals... did it? They had bump maps iirc.
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  3. #53
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    Re: [Release] Unreal: Combat Evolved

    Same thing?
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  4. #54

    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.
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  5. #55
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    Re: [Release] Unreal: Combat Evolved

    Quote Originally Posted by t3h m00kz View Post
    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.
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  6. #56

    Re: [Release] Unreal: Combat Evolved

    either way our current weapons dont have neither, only the m6d I think...
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  7. #57

    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.
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  8. #58
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    Re: [Release] Unreal: Combat Evolved

    Quote Originally Posted by t3h m00kz View Post
    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.
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  9. #59

    Re: [Release] Unreal: Combat Evolved

    yeah something like that I'm not much of a shader person
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  10. #60
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    Re: [Release] Unreal: Combat Evolved

    Wait...

    Was I supposed to be doing something UT3 related today?
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