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#21 (permalink) |
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is on the 2nd circle: Lust
Join Date: Aug 2004
Posts: 52
Hellbux: 2,299
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Well, the doom3 skyboxes must change.
What about the shadows?. All the future games should have realtime shadows, but in Doom3 those doesn't make THAT big diference (it's funny, because the reason a lot of people said Doom3 would innove was the lightning engine). I prefer playing at 800x600, high detail, and no shadows, that using shadows and low details. (I only have a Geforce mx 420). Doom3 is too dark, thats why I think the shadows doesn't make a big diference. In a well iluminated game, all the shadows will look too sharp. I think the really necesary thing to implement is realtime soft shadows. With those, even the outdoor landscapes could use realtime shadows. |
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#23 (permalink) |
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UT2k4 has a realtime rendered, animated, skybox.
Doom3 was dark, but not too dark, it was dark like it was supposde to be, with shadows on the game looks great and the realtime shadows are teh best of any game. Also you can't appreciate the game on a nv10 run path(thast what ur card uses), not really on a nv20, only only a ARB2 can you apprciate the game. get a new card, then talk. |
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#24 (permalink) |
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is on the 2nd circle: Lust
Join Date: Aug 2004
Posts: 52
Hellbux: 2,299
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A little question? How comes that you need pixel shaders to have bumpmapping in a directx game (Halo looks like crap on a nv10), but in a openGL game like Doom you don't (like you said, I'm not having the full experience, but it still looks very nice, with the bumpmaps and normalmaps enabled).
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#25 (permalink) | |
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Quote:
(typo intentional) I think you do need pixel shaders to fully do it buy im not sure, I guess OpenGL can do it since verion <1.4 which your hardware supports, or something, im not really sure myself. |
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#26 (permalink) |
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is on the 1st circle: Limbo
Join Date: Feb 2008
Posts: 1
Hellbux: 10
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re: paralarax mapping
your kinda right its almost the same, but a bump map (or if it helps me explain, then height map) may be used in conjunction with a paralarax (or as nvidia call it a normal map). This means you can use the black and white to define the height and the rgb information to define the angle. Both at the same time is best. In a normal map you can define the angle in different ways, I'm not quite sure how many different ways there are, but theres a few... Manual/Bump and Normal Maps - BlenderWiki This should help explain things a bit more clearly. |
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