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mnrBFG
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Friday, January 13, 2012
JUST THINKING is it possible to use normal maps in ZEQ2
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mcgrass
Beta Trapezoid
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Friday, January 13, 2012
mnrBFG wrote : JUST THINKING is it possible to use normal maps in ZEQ2
quake 3 maps?
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TRL
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Friday, January 13, 2012
Normal maps is a term concerning normals of a model, using them it can create high level details on a low poly model.
You "bake" the normals of a high poly model onto a low poly version of the same model.
Like this:
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mcgrass
Beta Trapezoid
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Friday, January 13, 2012
TRL wrote : Normal maps is a term concerning normals of a model, using them it can create high level details on a low poly model.
You "bake" the normals of a high poly model onto a low poly version of the same model.
Like this:
[img]http://ja.gram.power level/upl/blogi/264034/img_wpisy/2008_05/postacie.jpg[/img]

I just thought He meant Quake 3 maps and I know what normals are (more or less) ^^
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LegendarySS4
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Friday, January 13, 2012
TRL wrote : Normal maps is a term concerning normals of a model, using them it can create high level details on a low poly model.
You "bake" the normals of a high poly model onto a low poly version of the same model.
Like this:
[img]http://ja.gram.power level/upl/blogi/264034/img_wpisy/2008_05/postacie.jpg[/img]

Wow, looks awesome.
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mnrBFG
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Friday, January 13, 2012
yes that exactly think of all the details that you can add to maps models and so on
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Zeth
The Admin
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Friday, January 13, 2012
Except that 95% of Dragon Ball Z regions don't have this level of fidelity. Offering it without stepped-shading will just give you a highly traditional (and out of place) appearance akin to what Earth Special Forces has. Using it with stepped-shading would again create too much detail in contrast to your source.
The only areas where normal maps would be proper in a Dragon Ball Z game would be for controlling shading on character clothing and very specialized objects.
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gigirs50
Protege
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Sunday, January 15, 2012
okay but how to add/scripting the normal maps to an object? maybe like a shader?
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Zeth
The Admin
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Sunday, January 15, 2012
You'll need GPU shader/program support and then a shader written for handling normal maps in a proper manner. The former does not exist as an implementation in ZEQ2-lite (yet).
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gigirs50
Protege
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Sunday, January 15, 2012
I have already a program called shadermap......but I can't do nothing if there isn't an implementation....anyway thanks Zeth
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JayREEZY
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Sunday, January 15, 2012
Zeth wrote : (yet).
I love how you used the word: "yet." That's would be so awesome man.
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