Re: [Algorithms] General Halo Tech Discussion
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From: Tom S. <tsp...@mo...> - 2001-12-29 07:34:01
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> > It doesn't look like they are doing bump-mapping, as even the high > > detail textures still look "flat", but I could be wrong. > > It looks like they are doing per-pixel specular bumpmapping for dynamic > lighting only (including the flashlight). I'm not sure if they have a > diffuse component at all, but I may be wrong. > > Gary McTaggart It's most easily noticed by using the flashlight. It seemed that most of all the surfaces in the game have a bumpmap on them... some even seem to have a solid colored texture with a very elaborate bump on them. Check the walls and floors of the space ships ( that teal floor on the alien ships is a good one )... wave the flashlight around. Especially check out the ground in the snow covered areas... they use bumpmaps to give the low poly ground some really nice snowy detail. Looking at their dynamic lighting and bumpmapping i found a hallway in the final space ship map that had some screwed up normals. They do seem to have very low geometric detail in the world... it's all in the texturing. =) Tom ----- Original Message ----- From: "Gary McTaggart" <ga...@va...> To: "'Michael Pohoreski'" <MPo...@cy...>; "Ratcliff, John" <jra...@so...>; <gda...@li...> Sent: Friday, December 28, 2001 6:24 PM Subject: RE: [Algorithms] General Halo Tech Discussion > > > It doesn't look like they are doing bump-mapping, as even the high > > detail textures still look "flat", but I could be wrong. > > It looks like they are doing per-pixel specular bumpmapping for dynamic > lighting only (including the flashlight). I'm not sure if they have a > diffuse component at all, but I may be wrong. > > Gary McTaggart > > _______________________________________________ > GDAlgorithms-list mailing list > GDA...@li... > https://lists.sourceforge.net/lists/listinfo/gdalgorithms-list |