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Elite Force Engine Feature List


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#121 Lee

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Posted 31 May 2009 - 06:03 PM

if you do, implement this

http://forums.urbant...ic,13587.0.html

Marcin was going to make an ioCow with ioUT4's experimental bump mapping version but of course he disappeared.
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#122 Alex H

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Posted 31 May 2009 - 07:54 PM

Ummm whats bump mapping? Is it the water?

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#123 GSIO01

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Posted 31 May 2009 - 08:01 PM

Bump mapping

Most commonly used method is Normal mapping(at least it's used in ID Tech 4 as far as I know).
The other one is Parallax mapping(used by Fear as far as I know),

#124 Alex H

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Posted 31 May 2009 - 08:35 PM

Oh right, thanks

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#125 Lee

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Posted 31 May 2009 - 10:05 PM

I believe the modified Urban Terror uses parallax mapping, as when I noclip really close to the surfaces, they tend to move around a little bit to try to look like actual 3D as is consistent with parallax mapping. That version of the ioQuake3 engine also seems to use a bloom effect (bright things glow), specular (reflective surfaces), and refraction. The water effect refracting used some sort of shader.

To make a specular map for a texture, they all have to be TGA files with the same name of the texture to which they'll be applied with a "_n" at the end of the filename without the quotation marks. I'm not exactly sure how to make a specular map, though, but it's really blue and purple and stuff.
A bump map would be made in the same way except with a "_b" at the end of the filename. To make a bump map, one would need to take the image, make it monochromatic, and make all the parts that stick out lighter and all the deeper parts darker.
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#126 GSIO01

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Posted 31 May 2009 - 10:56 PM

I believe the modified Urban Terror uses parallax mapping, as when I noclip really close to the surfaces, they tend to move around a little bit to try to look like actual 3D as is consistent with parallax mapping. That version of the ioQuake3 engine also seems to use a bloom effect (bright things glow), specular (reflective surfaces), and refraction. The water effect refracting used some sort of shader.

To make a specular map for a texture, they all have to be TGA files with the same name of the texture to which they'll be applied with a "_n" at the end of the filename without the quotation marks. I'm not exactly sure how to make a specular map, though, but it's really blue and purple and stuff.
A bump map would be made in the same way except with a "_b" at the end of the filename. To make a bump map, one would need to take the image, make it monochromatic, and make all the parts that stick out lighter and all the deeper parts darker.


No it's exactly the other way round the more or less blueish map is a normalmap that's used for bumpmapping and the monochromatic is the specularmap.

http://www.modwiki.n...uring#Bump_maps
http://www.modwiki.n...g#Specular_maps

#127 Lee

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Posted 31 May 2009 - 11:11 PM

No wonder it never looked right when I tried it. But any idea how to do the bump map textures?
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#128 Bushman

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Posted 31 May 2009 - 11:20 PM

Finally got it figured out on corrupt shaders. For the record, the "TOS Aliens, Pt. 2" skinpack available from
http://spacestationk...de=transporter2
has a corrupt shader(probably the shine on Shahna's outfit). It has since been moved, along with all the other TOS content, into the TW2 folder (TOS Weapons 2 Mod, also from K7.)
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#129 Alex H

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Posted 01 June 2009 - 03:43 AM

My forcefield problem still stands :)

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#130 GSIO01

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Posted 01 June 2009 - 09:22 AM

No wonder it never looked right when I tried it. But any idea how to do the bump map textures?


Well the proffessional way is to create a highpoly model for all three textures (diffuse, normalmap, and specullar map) in 3DS Max, Lightware or any other comparable 3D tool that then get rendered to images files.

An easier way to create normal maps are a nvidia photoshop plugin that convert a diffuse image or a heightmap to an normalmap or some other tools as well that can do this.

#131 Alex H

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Posted 01 June 2009 - 10:25 AM

Ohhh that just gave me an idea, would it be possible to make all the models higher quality with a better engine, like EF2 or Kulhane poly count (I think that's right :))

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#132 Lannister

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Posted 01 June 2009 - 02:35 PM

An easier way to create normal maps are a nvidia photoshop plugin that convert a diffuse image or a heightmap to an normalmap or some other tools as well that can do this.


Quoted for the truth.

http://developer.nvi...ds_plugins.html

#133 GSIO01

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Posted 29 May 2010 - 10:45 AM

http://code.google.c...castnavigation/

Accompanied by a real NPCs with AI that really deserves the part intelligent.



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