
Gamer_Kid
Joined: Jun 29, 2011
Cool Tags only
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Posted: Jun 13, 2012 05:01 PM
Msg. 1 of 8
Unless I dont have the latest version which I think I do.
I have terrain and I noticed you cant use a real normal map like in shader_model tags Why?
If I use halo's regular shader_enviorment tag,my bump map used in this manner never shows up like OS's Shader_Model tags :/
Is there a way to make them show in the regular tag or make it look better?
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OrangeJuice
Joined: Jan 29, 2009
Documentation and debug.txt
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Posted: Jun 13, 2012 07:24 PM
Msg. 2 of 8
It's because normal maps are supposed to be a last resort if you can't make something look good. Normal maps are resource hogs and even the cryengine 3 documentation states that they should be last resort
Besides, isn't that what the primary, secondary, and micro detail maps are for? What about the self-illumination properties, specular properties, and reflection properties fields in the shader_environment? Edited by OrangeJuice on Jun 13, 2012 at 07:26 PM
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XlzQwerty1
Joined: Aug 6, 2009
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Posted: Jun 13, 2012 07:25 PM
Msg. 3 of 8
How can you make something look good in halo when it wont render high poly without missing faces or portaling? That doesn't answer his question. I also have the same question.
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OrangeJuice
Joined: Jan 29, 2009
Documentation and debug.txt
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Posted: Jun 13, 2012 07:28 PM
Msg. 4 of 8
well made detail and specular maps and properties, with bump maps used in dynamically lighted scenes, THEN normal maps when nothing else works right
Unless you like using overkill computers to run an 11 year old game :/
for now, just increase the shininess under specular properties Edited by OrangeJuice on Jun 13, 2012 at 07:40 PM
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Gamer_Kid
Joined: Jun 29, 2011
Cool Tags only
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Posted: Jun 14, 2012 12:01 AM
Msg. 5 of 8
I dont understand how a cliff or terrain can have a specular map,I know you can use detail maps.
What I was saying detail maps with bumps that actually showed up would look so much better like OS's shader_model tags.You shouldn't assume someone doesnt know how to use available resources.
I was just stating why just good things on the shader_model why not both?
And halos default bumps require you to have your flashlight on the whole time LOL Lights dont fit every situation :/
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TheFieryScythe
Joined: Apr 21, 2012
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Posted: Jun 15, 2012 08:00 AM
Msg. 6 of 8
The BSP doesn't have normal maps because there is no directional information about the light in the lightmap to create the bumping effect with. The shader_model can because all of the lighting information is processed dynamically in real time rather than the static lighting of the BSP.
A current-gen technique to get around this issue is to generate 3 lightmaps accumulating light from different directions and then interpolating between the 3 lightmaps using the normal map. This is called directional lightmapping or radiosity normal mapping (used in Half-Life 2), which is not available in OS. It might be possible to add such a feature, but without a feasible way of generating the lightmaps there is little point.
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TheFieryScythe
Joined: Apr 21, 2012
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Posted: Jun 15, 2012 07:01 PM
Msg. 7 of 8
Judging by what is stored in the BSP vertex data I believe they tried to store an average light direction for each vertex so that they could use it to bump the lightmap, but because it is on a per vertex basis it doesn't work very well.
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DarkLord0912
Joined: Jan 17, 2009
Works on bigger and better things
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Posted: Jun 16, 2012 12:51 AM
Msg. 8 of 8
Quote: --- Original message by: TheFieryScythe Judging by what is stored in the BSP vertex data I believe they tried to store an average light direction for each vertex so that they could use it to bump the lightmap, but because it is on a per vertex basis it doesn't work very well. Hey FieryScythe,I have a question,could I upon obtaining OS source from the projects page,add a similar halo 2 function spread between game ticks,"game time"?
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