jtr7 on 27/12/2009 at 20:40
Can the color of the light reflected off a bump-map be adjusted, or is it just taking the texture colors and gradating them according to the light-source color?
Fidcal on 27/12/2009 at 22:59
Someone else will answer more authoritively but to the best of my understanding the bump map just uses the color channels to hold the angle of the surfaces to the normal perpendicular (the 'normal map') so although looking at a normal map is multicolored I think it only changes degrees of brightness in-game to represent the contour of the surface. I guess you're talking about reflected light color?
jtr7 on 27/12/2009 at 23:12
Yeah.
And the contrast often seems too strong, making almost every bump-mapped texture look overly coarse, wet, oily, melted, plastic, crusty, etc., incorrectly. I'm hoping there are ways to tweak things to look less artificial for all the added detail, instead of just another kind of artificiality requiring higher processing. As we know, materials reflect and refract light differently than one another, and that might be a next step toward creating a natural look and getting very different materials to look like very different materials, of the correct level of weathering, wear, manufacture, and so on.
New Horizon on 27/12/2009 at 23:20
Quote Posted by jtr7
Yeah.
And the contrast often seems too strong, making almost every bump-mapped texture look overly coarse, wet, oily, melted, plastic, crusty, etc., incorrectly. I'm hoping there are ways to tweak things to look less artificial for all the added detail, instead of just another kind of artificiality requiring higher processing. As we know, materials reflect and refract light differently than one another, and that might be a next step toward creating a natural look and getting very different materials to look like very different materials, of the correct level of weathering, wear, manufacture, and so on.
I think that level of control will be beyond us until the d3 source is released. The D3 light interaction settings are handled by one file, the interaction.vfp file. Some of the later idtech4 games broke the lighting chores into separate files to allow for better control. We can't do that yet unfortunately.
jtr7 on 28/12/2009 at 00:06
Thanks. I suspected it wasn't available, nor easy to make happen.
jtr7 on 29/12/2009 at 04:28
Too bad the blog article itself has got some major inaccuracies.
Dangit, Marcel! *shakes tiny fist*
SubJeff on 29/12/2009 at 10:09
That article is such a piece of crap it would have been better of not being written.
A "port of Thief 3"?
Get out.
Yandros on 29/12/2009 at 14:35
Someone from the team ought to post a comment on his blog, or at least email him and have him straighten that mess out.
mazzortock on 29/12/2009 at 14:35
The poor beginning:
"Thief - Deadly Shadows was a brilliant game." and the golden "The Dark Mod is rather a port of Thief 3"
ROTFL
I stopped reading here.