Dima Posted November 18, 2000 All the features u think should be imlemented in D3 engine post here! Here are some of my own: (Note:some already are implemented) 1)Parametric NURBS on models (for better looking characters without blocky bodies like in NOLF). 2)Realtime Volumetric Fogging System (For incredubly cool fog). 3)A new brush controller (entities have limits indeed). 4)Visportals (portals are the future of 3D). 5)Realtime Raytraced Lightning (VERY HARD) 6)Prettier console 7)Since there are no lightmaps I expect the flashlight to cast REALISTIC light unlike the one in DX,HL,NOLF. 8)Light Decay 9)Skin Modifier Skeletal System (For TOTALY cool skins) 10)LOD system (A must) 11)Curved Surfaces on levels and characters 12)Raytraced NURBS (those are NURBS where ALL the visible pixels of the curve at this moment are rendered,making them perfect (inside the limit of your current resolution). 13)True Lighting on maps 14)Real Bumpmapping using T&L hardware 15)Physique-type Skeletal animation 16)Reaction Normals on level's surfaces for realistic collisions between brushes vs brushes, and brushes vc models 17)Ghoul like tech 18)Self shadowing in models 19)Detail Texturing over models (bumpmapping will be overwhelming) 20)Pixel Shaders and Vertex Shaders 0 Share this post Link to post
Zaldron Posted November 18, 2000 You just compile everything we´ve been talking about in previous posts, right Dima? I agree with this stuff, except 19), JC will implement Bumpmapping on models. 0 Share this post Link to post
Captain Skippy Posted November 18, 2000 not to sound stupid are anything, but what is bumpmapping? 0 Share this post Link to post
Lüt Posted November 19, 2000 It's like multi-texturing. You have a normal texture, some type of material (rock, sand, metal, dirt, etc.) and a bump map, which is a grey-scale drawing. It can be any type of pattern. Then the two get combined. The blackest parts of the grey-scale drawing come out black, and the whitest parts will be transparent. It's like a texture filter. Then you can use, say, rock-shaped bump-maps on a variety of normal textures and so on to make a giant array of textures with only a few graphics. I had a magazine article explaining this, with illustrations... I'll try and find that eventually. 0 Share this post Link to post
Zaldron Posted November 19, 2000 Actually, that´s detail texturing. Bumpmaping uses the same technique. It combines a standard texture with a grayscale one. But the result is quite different. Darker pixels of the image means more deeper points of the surface, and lighter ones viceversa. This data then is mixed with the surrounding ilumination, providing incredible looking surfaces that resemblance irregularities. 0 Share this post Link to post
Lüt Posted November 20, 2000 That's what I thought I was saying... guess not. I was pointing out that bump maps don't actually change the structure, only the graphic. 0 Share this post Link to post
Zaldron Posted November 21, 2000 Yep, that´s the point. It´s like detail textures modified by light sources. 0 Share this post Link to post