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NORMAL MAPS

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mnrBFG View user's profile Send private message

Reply with quote Friday, January 13, 2012

JUST THINKING is it possible to use normal maps in ZEQ2

mcgrass Beta Trapezoid View user's profile Send private message

Reply with quote Friday, January 13, 2012

mnrBFG wrote : JUST THINKING is it possible to use normal maps in ZEQ2



quake 3 maps?

TRL View user's profile Send private message

Reply with quote 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:


mcgrass Beta Trapezoid View user's profile Send private message

Reply with quote 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 Razz and I know what normals are (more or less) ^^

LegendarySS4 View user's profile Send private message

Reply with quote 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.

mnrBFG View user's profile Send private message

Reply with quote Friday, January 13, 2012

yes that exactly think of all the details that you can add to maps models and so on

Zeth The Admin View user's profile Send private message

Reply with quote 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.

gigirs50 Protege View user's profile Send private message

Reply with quote Sunday, January 15, 2012

okay but how to add/scripting the normal maps to an object? maybe like a shader?

Zeth The Admin View user's profile Send private message

Reply with quote 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).

gigirs50 Protege View user's profile Send private message

Reply with quote 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 Wink

JayREEZY View user's profile Send private message

Reply with quote Sunday, January 15, 2012

Zeth wrote : (yet).



I love how you used the word: "yet." Smile That's would be so awesome man.

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