Archvile
Register | User Profile | Member List | F.A.Q | Privacy Policy | New Blog | Search Forums | Forums Home
Doomworld Forums : Powered by vBulletin version 2.2.5 Doomworld Forums > Classic Doom > Source Ports > BumpMapping in doom?
 
Author
All times are GMT. The time now is 02:00. Post New Thread    Post A Reply
Corrupted Marine
Gun Nut


Posts: 464
Registered: 10-04


hello everyone, its CM here once again. but this time, i actually have something interesting to say. i was recently on a gaming site talking to a buddy of mine. he is a wiz behind game souce codes. i asked him if he could take a look at the ZDoom source codes, then i asked him if he would be able to create a new engine, just like ZDoom, only with bumpmapping and opengl support and highquality texture support. i also gave him links to various doom engine source codes. He said it is a great possiblility, even though he knows nothing about doom. lol

but, he told me that he would send me a very basic version when he is finished. i provided him with some high-res textures to get started, and he said he would try his best.

is there anyone else here interested in a doom with super detailed mapping and bump mapping?

__________________
Corrupted Marine
-Doom Artist-

Old Post 02-21-06 04:24 #
Corrupted Marine is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
GoatLord
Senior Member


Posts: 1414
Registered: 07-02


I'm not sure how bump mapping would look in doom if you're just using the basic sector-based lighting. I could see it working if this engine has some "true" dynamic lighting effects or lightmapping (ala Quake), but otherwise, I can't really picture it.

Old Post 02-21-06 14:17 #
GoatLord is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
DaniJ
Senior Member


Posts: 1740
Registered: 08-03


I won't hold my breath waiting for a software rendered Zdoom with bumpmapping at a playable speed. I don't care how good a programmer he is, some things just arn't feasible.

It would be FAR easier to implement in a port like Doomsday or GZdoom which has hardware accelerated rendering (polygons!).

Old Post 02-21-06 19:32 #
DaniJ is offline Profile || Blog || PM || Search || Add Buddy IP || Edit/Delete || Quote
Grazza
Super Moderator


Posts: 11451
Registered: 07-02


Do you mean this kind of thing?

Old Post 02-21-06 20:11 #
Grazza is online now Profile || Blog || PM || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
GoatLord
Senior Member


Posts: 1414
Registered: 07-02


No, bumpmapping is what you see in Doom 3 (well, that's normal mapping, but it's similar). I don't care for detail texturing because it doesn't really hide the pixilation of the original texture.

Old Post 02-24-06 18:52 #
GoatLord is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
sirjuddington
Slade doesn't mean what it used to


Posts: 1363
Registered: 05-00


Bumpmapping on low-res textures such as doom's looks horrible. Think tenebrae with the original quake textures :P

Old Post 02-24-06 22:59 #
sirjuddington is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
GoatLord
Senior Member


Posts: 1414
Registered: 07-02


I thought Tenebrae with the original Quake textures looked great. I recognized that they of course weren't as impressive as Doom 3's, but I had no problem with them. Doom's might not work so well though, because the pallette is generally brighter and less saturated.

Old Post 03-05-06 21:58 #
GoatLord is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
Corrupted Marine
Gun Nut


Posts: 464
Registered: 10-04


the bumpmapping is not intended for the original doom 2 textures. modders using this engine will be able to use their own high res. textures with bumpmapping that they apply to them. it is in no way intended for the regular doom textures. this engine will just support bumpmapping.

Old Post 03-06-06 02:34 #
Corrupted Marine is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
All times are GMT. The time now is 02:00. Post New Thread    Post A Reply
 
Doomworld Forums : Powered by vBulletin version 2.2.5 Doomworld Forums > Classic Doom > Source Ports > BumpMapping in doom?

Show Printable Version | Email this Page | Subscribe to this Thread

 

Forum Rules:
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is OFF
vB code is ON
Smilies are OFF
[IMG] code is ON
 

< Contact Us - Doomworld >

Powered by: vBulletin Version 2.2.5
Copyright ©2000, 2001, Jelsoft Enterprises Limited.

Forums Directory