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Thread: Real Relief

  1. #11

    Real Relief

    Quote Originally Posted by jasonf
    Would it be difficult to apply a masked reflection map to a relief mapped surface?...
    very easy

    Quote Originally Posted by jasonf
    That would be amazing... Imagine, a texture with metal pipes on a brick wall, some parts of the bricks are wet because of leaky pipes.. the pipes are mostly shiny but near to the joints they're corroded. All of this with 2 polygons, 3 textures, 1 environment map (if not calculated at runtime) and a load of processing and if done well, almost photo realistic levels.
    Do you want to create levels and models for my games with your design ?

  2. #12

    Real Relief



    quick mockup of pipes... it's a little jagged, but it looks ok

  3. #13

    Real Relief

    Personally, I am VERY impressed of what you visually present out of a simple 2D texture. I would never say that the effect you show is too big and that it does not fit to the natural look of something. Rather than that I have to say that the effects are absolutely awesome. Making this 3D look out of a 2D picture is awesome. You show the extremes of what is possible I guess.... lowering the visual effect is just a thing of tweaking I guess.

    Bumpmapping is one thing (and I understand it!), but this.... I don't know how you make the things look like this when they are viewed from the side.... they look like the 3D mesh is build out of the picture...... Could you explain the texhnique a little more?

    Greetings,
    Dirk
    <a href="http://www.greatgamesexperiment.com/game/Valgard/?utm_source=gge&amp;utm_medium=badge_game"><img border="0" alt="GGE" title="GGE" src="http://static.greatgamesexperiment.com/badge/game/valgard/gge400x56.png"></a>

  4. #14

    Real Relief

    Quote Originally Posted by jasonf
    quick mockup of pipes... it's a little jagged, but it looks ok
    very nice modification

  5. #15

    Real Relief

    Quote Originally Posted by jasonf


    quick mockup of pipes... it's a little jagged, but it looks ok
    Noiceee!
    <br /><br />There are a lot of people who are dead while they are still alive. I want to be alive until the day I die.<br />-= Paulo Coelho =-

  6. #16

    Real Relief

    Simply an outstanding demo.

    Works ~5 FPS on:

    AMD Athlon 1900+
    SiS 741 64 MB Ram

    Being on your site I must say that you are a titan of work! Impressive!

  7. #17

    Real Relief

    Now, can you imagine taking the Delphi Doom source (which uses OpenGL I think) and applying this relief mapping to the textures.
    Sure, there'd be a mammoth effort to generate the required relief maps for the textures, but it'd look really cool.. there are lots of textures which have a lot of details on them which would come alive with relief mapping. Buttons, faces, gargoyles.. Light fixings.

  8. #18
    Legendary Member NecroDOME's Avatar
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    Real Relief

    I like it! However, sometimes I got framedrops to 25. It runs normaly on 75.

    How did you do it? Did you use the texture as hightmap and model the relief or did you use a fancy shader to do that for you?

    EDIT:

    Now, can you imagine taking the Delphi Doom source (which uses OpenGL I think) and applying this relief mapping to the textures.
    Yeah, give it a try!
    NecroSOFT - End of line -

  9. #19
    Legendary Member NecroDOME's Avatar
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    Real Relief

    k, I ripped a texture from Doomsdayhq (hires doom texture, not original). I did have to adapt the "heightmap". Here is the result:



    NecroSOFT - End of line -

  10. #20

    Real Relief

    I foresee a beautiful thing starting

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