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XCOMUFO & Xenocide

Reference On Parallax Corrected Bump Mapping


red knight

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Well this is a sort of new technique (bump mapping is not), you can take a look of the most impresive demos in the first page of the thread. In the second there is a sort of Artists Walkthrough to make content that can be correctly mapped.

[url="http://www.ogre3d.org/phpBB2/viewtopic.php?t=3432&start=25"]OGRE's Parallax Corrected Bump Mapping Thread[/url]

Enjoy....

Greetings
Red Knight
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are the XenoEngine going to have this bumpmap?

[img]http://www.reallyslick.com/pictures/offsetmapping.jpg[/img]

the unreal3.0 engine uses this..... :naughty:


list of the best grafical games ever:

1)Unreal 3.0 engine
2) Source
3)[u]Xenoengine[/u]

:LOL: Edited by mikker
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That is a shader (that OGRE already provide the source) so if the art department starts to make some bump mappeable models to test I we can know for sure if the current crop of cards (those available for developers) can handle the load.

Guyver is working on the basescape (with 3D loadable models) and if we have the XNet UI overlay (that is what the UI Test tools is for) we can make the XNet in 3D like how it is going to be in Xenocide. BTW you all can use the OGRE demos and change the meshes to test the stuff you need. (you can download from www.ogre3d.org)

So texturing the base modules and defining the Overlays scripts of the UI. Like XNet, PlanetScape, dialog boxes, etc ... Is a must now.

Greetings
Red Knight
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