~Every Surface Bumpmapped?

Crusader

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I have been playing around with the flashlight in CS:S, and I've noticed that practically every surface has a bump map in De_dust. Unfortunately the effect is so subtle and "under-done" that it is hardly noticeable without using the flashlight to highlight the bumps and grooves, and therefore there is no major graphical improvement with bumpmapping on.

I just thought it was interesting that a lot of people have assumed that the textures were flat, and complained at the lack of bumpmapping, when it is in fact a ubiquitous feature of the map.

What do you guys think? Did you notice the bumpmapping was everywhere? Do you think it needs to be made more pronounced? Or am I just blind?

(The latter option is fairly likely :D )
 
i was wondering this too. was this reall bumpmapping or just a trick they did with the flashlight. if it was real bumpmapping, one of the only ways to really make it show is dynamic lights.
 
They could stop darker colors from being lit up as brightly, without using real normal or bump mapping. A sly and not very nice trick. If thats what they've done, hard to say in many cases.
 
The surfaces stop reacting to light when you turn bump-mapping off, and also the direction of the light can be told from the way the bumps are highlighted, for instance the far side of a bump will be dark, even if it is usually light (for instance pointing your torch up a wall, where normally the sun would be lighting it from above. I am fairly certain it is real bump-mapping, just overly subtle bump-mapping..
 
it's bumb mapping. you dont see that because there are no dynamic lights...
 
Bigcheese said:
err isnt it normal mapping not bump mapping...
It's bump mapping, it's largely redundant in the current map because the lighting is so uniform and bland. It looks quite a bit better in the stress test map where they have more directional and more varied (but still static) lighting.

Normal mapping would be a stage further than this and would mean a better illusion of surface depth, but again you'd never notice it without any true dynamic lighting and with the lighting in de_dust anyway (which just kind of saturates everywhere with a static and fairly consistent light).
 
well, with the textures its quite easy to make a bump map, all they pritty much would have done is turned the texture into greyscale and converted it into a bump map. Simple :D
 
They should make it more like test_hardware. Dunno if my attached picture is bumpmapping with normal maps but it looks great.
 
source is capable of both bumpmapping and normal mapping, but is it capable of dynamic lights to show off these features?
 
Sporky said:
It's bump mapping, it's largely redundant in the current map because the lighting is so uniform and bland. It looks quite a bit better in the stress test map where they have more directional and more varied (but still static) lighting.

Normal mapping would be a stage further than this and would mean a better illusion of surface depth, but again you'd never notice it without any true dynamic lighting and with the lighting in de_dust anyway (which just kind of saturates everywhere with a static and fairly consistent light).

exactly

:afro:
 
so would that be shader model 2.0 being used there?
 
azz0r said:
They should make it more like test_hardware. Dunno if my attached picture is bumpmapping with normal maps but it looks great.
Thats got offset mapping in it.
 
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