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  • Bump maps?

    I've been bored and I've been making bump maps for some of the HD textures. It seems Darkplaces supports bump mapping, but I wonder if bump maps will make much of a difference or if they're really needed with you already have normal maps and parallax occlusion.

    Has anyone else experimented with bump maps in Darkplaces? Are they worth it?

  • #2
    yeah there are already normal-maps for DP,
    and darkplaces will completely ignore bump-maps if there are also normal-maps for the same textures

    which makes perfect sense, seeing bumpmapping is pretty much just an earlier form of normal-mapping.

    both serve the same purpose, give the illusion of a texture having more complex topology than it actually has,
    bumpmapping is just a more primitive and simple method.
    bump-mapping only pushes pixels up&down, normal-mapping also has directional pushing of pixels.
    .
    are you curious about what all there is out there in terms of HD content for quake?
    > then make sure to check out my 'definitive' HD replacement content thread! <
    everything that is out there for quake and both mission-packs, compiled into one massive thread

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    • #3
      bumpmaps are converted to normalmaps at load time, they do the exact same thing.
      the conversion imposes assumptions like maximum height vs precision, which results in clamping or stepping. plus, engines can be configured to scale the bumpmaps by different amounts.
      basically, bumpmaps have a load of disadvantages, while the only disadvantage is that normalmaps are a bit bigger.
      by converting your bumpmap into a normalmap in an external tool, you can make your bumpmaps that little bit more robust, so you might as well do it.
      (note that normalmaps have a heightmap[read: bumpmap] embedded in the alpha channel to help with offset/paralax mapping, while the normals perturb the surface with regard to lighting)
      Some Game Thing

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