Normalmap in CS:S

DelaZ

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Shiny surfaces just need specular maps, not normal maps... and you can't tell if something is normal mapped from a single screenshot. It could just be good skinning. You need to compare where the light source appears to be coming from (by seeing where shadows appear on small details that would be done with normal/bump maps, like wrinkles) in different pictures of the same model.
 
I noticed the ground had the bump-mapping and wet specular effect ages ago, but no-one believed me...
 
It's hard to tell if i'ts normal mapped without video. and a nice good sweep of a lightsource.
Or if they don't tell you.

If anybody isn't sure what normal mapping is, lookup the walls tech video about it.
 
Also of note: The models in more recent videos of CS:Source look a trillion times better.

Who knows why Valve like releasing footage of their games not looking their best?

Edit: In fact the entire game looks better, I nearly had a heart attack when I saw it. The bink made me want CS:S quite a bit, but not... like... hugely in the manner of HL2.

Then I saw those Meca vids and I was just like OMG I need this game. And right now it's sitting there on par with HL2, maybe just edged of the top spot by HL2, but sitting comfortably in front of Doom 3 ^^
 
RogueShadow said:
It's hard to tell if i'ts normal mapped without video. and a nice good sweep of a lightsource.
Or if they don't tell you.

If anybody isn't sure what normal mapping is, lookup the walls tech video about it.

Taking light data of a high-poly model then applying it to a lower-poly model so it looks like the high-poly one without actually being high-poly?

Ala, Chronicles of Riddick: Get the hell out of Butcher Bay?
 
FictiousWill said:
ja. that's the method.

Hooray, my Neural-net processor has successfully retained information on a given subject.

Test phase complete.
 
We know the weapon models have it - but the environments are using flat textures: The walls, for example.
 
Even if it's not there by default, it's easy to add it by replacing the textures/materials.
 
What is the difference between specular maps and normal maps?
 
DelaZ said:
What is the difference between specular maps and normal maps?

Specular maps is the "shiny-ness" and sheens seen in half-life 2 footages. Normal maps is like giving bumpy-ness to the surface (a feeling of depth) - and then as nw909 said it's actually "taking light data of a high-poly model then applying it to a lower-poly model so it looks like the high-poly one without actually being high-poly"
 
I must be going insane, I can see bump-mapping on many of the walls and floors as the camera moves, by watching the way the surface reacts to light, but apparently I am alone :(
 
If your talking about the aztec map being on the beta, those are old CS:S E32k3 trailers.

I don't know what your talking about other than that...
 
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