999cop Posted November 3, 2002 Has anyone tried to look into the source and noticed that most of the textures are colorless? might have something to do because of adding lighting and shadowing effects since they are supposed to be models now but not paint anymore? 0 Quote Share this post Link to post
999cop Posted November 4, 2002 no comments from the people who have p**yed the alpha? 0 Quote Share this post Link to post
Linguica Posted November 4, 2002 I am presuming that each texture has its own bumpmap and specularity map which would usually be grayscale TGAs. 0 Quote Share this post Link to post
PlayfulPuppy Posted November 4, 2002 The bumpmaps are DOT3, so they're stored in RGB format. (They look like someone on an acid trip) 0 Quote Share this post Link to post
Linguica Posted November 4, 2002 PlayfulPuppy said:The bumpmaps are DOT3, so they're stored in RGB format. (They look like someone on an acid trip) How is a DOT3 bumpmap different from a "normal" bumpmap? 0 Quote Share this post Link to post
PlayfulPuppy Posted November 4, 2002 Linguica said:How is a DOT3 bumpmap different from a "normal" bumpmap? Very large difference. Standard bumpmapping (Emboss) uses the highlights and shadows from the original texture to create the bumpmap. Naturally, this looks like ass. DOT3, on the other hand, uses a seperate heightmap which is drawn by an artist, or in the case of Doom 3, generated from the original high-polygon mesh. This heightmap is then converted into a normalmap (A normal is a direct perpandicular to a polygon [or in this case texel]... in other words, shows which direction a polygon/pixel is facing). Normals are made up of 3 values, X,Y and Z, and in the DOT3 bumpmap XYZ is substituted for RGB. ... in short... DOT3 looks prettier. :) 0 Quote Share this post Link to post
IMJack Posted November 4, 2002 in the DOT3 bumpmap XYZ is substituted for RGB. Now that I think about it... that's fucking ingenious. O_o 0 Quote Share this post Link to post
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