very easyOriginally Posted by jasonf
Do you want to create levels and models for my games with your design ?Originally Posted by jasonf
very easyOriginally Posted by jasonf
Do you want to create levels and models for my games with your design ?Originally Posted by jasonf
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&utm_medium=badge_game"><img border="0" alt="GGE" title="GGE" src="http://static.greatgamesexperiment.com/badge/game/valgard/gge400x56.png"></a>
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.
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:
Yeah, give it a try!Now, can you imagine taking the Delphi Doom source (which uses OpenGL I think) and applying this relief mapping to the textures.
NecroSOFT - End of line -
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 -
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