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Bump mapping?

Postby RailedRobin » Sun Dec 06, 2009 12:02 pm

Is it possible to implement bump mapping in the game, and would this affect gameplay in a negative way (ie. slowing down speed)?
I'd guess it's possible to implement, since the guy working on Kingping Q3 got parallax mapping in his project, but it would be nice to hear from the people who actually knows about these things.

I found an interesting software, called Crazybump, in which you easily can create your own bump maps, maybe it would be worth to check it out.


(Should this topic maybe go into the coding-forum? If so, admin should feel free to move it.)


Edit: Does the Q3 engine already handle bump mapping? Found a comment on MobyGames from 2005 that said it does.
Ooh, I'm confused, but I'm counting on someone wiser than me to shine a little light on this matter :)
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Postby Breli » Sun Dec 06, 2009 1:11 pm

Hi,

I don't think that our current tool chain supports bump mapping already. I am not sure how difficult it might be to implement it. I guess we would need a new q3map2 for sure.

Concerning performance: my (limited) understanding of bump mapping says that it should be neutral performance wise, since it neither involves additional geometry nor shader stages that have to be processed during gameplay (Map compilation is different of course)

cheers

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Postby ReD NeCKersoN » Sun Dec 06, 2009 6:49 pm

I did a little searching & saw a few things:
There is a way to do faked bumpmapping but it isn't dynamic and it only works with prebaked stuff, therefore, maps only.

and half way down this page:
http://www.bigpanda.com/trinity/article1.html
Urban Terror is apparantly using bump maps & specular lighting for version 4.2
http://www.youtube.com/user/UrbanTerror ... i6vu7o6Rwc
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Postby L3th4l » Sun Dec 06, 2009 8:48 pm

This is what I applied to lake at one point but removed it because of performance..

http://www.surfacegroup.org/tutorials/b ... index.html
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Postby RailedRobin » Sun Dec 06, 2009 11:14 pm

L3th4l wrote:This is what I applied to lake at one point but removed it because of performance..

http://www.surfacegroup.org/tutorials/b ... index.html


That doesn't sound very good. It would be cool to be able to use bump maps, but not if it means compromising the performance.

Ill just post what I've found, so you can check it out yourselves.

Kingpin Q3 with pictures of parallax mapping (which is a form of bump mapping, as far as I understand) and the comment:
Credits go to the XreaL team, because i could reuse parts of their engine code.


And here is Xreal's homepage. Although this will re-direct you to a new site, I think it might be interesting checking out the stuff on the old site.

And here's their new homepage.
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