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PostPosted: Thu Feb 09, 2006 10:19 pm 
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Sharp Shooter
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Holy shit! Was this actually traumahawk replaying here on the boards? It's great to see that you are still around even if it is just a "one-liner" that is underlining this fact :lol:

I hope you had a great time, wish you all the best and tc:elite can only get better thru your point of presence.


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PostPosted: Thu Feb 09, 2006 11:16 pm 
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Pwnzer
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surprising eh, another dev besides Diane, the first one besides her to post ever since.. well like a year or two ago.

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PostPosted: Fri Feb 10, 2006 10:21 am 
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Regarding the model it's a rather frustrating limitation of WET models that could be greatly helped by normal mapping -- something that would in all likelihood not be that difficult to add to the mod, and would quadruple the apparent poly detail of the models without raising the real poly count or the render penalty...

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PostPosted: Fri Feb 10, 2006 10:59 am 
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and engine upgrade seemsto be neded for that. but since its only a texture type change it isnt really so much compared to having to create pshader and vshader support. Doom3 was suppose to be made on an upgraded Quake3 engine but the changes were far too drastic they had to make a completely new engine. For Wolfenstein2, they are gonna be using the latest engine rendering Doom3Engine obsolete. The coding required for normal mapping may be a bit harder to program with the QuakeC language, thats the only problem.

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PostPosted: Fri Feb 10, 2006 11:12 am 
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Sharp Shooter
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hoak wrote:
normal mapping


Do you mean achieving higher details, by using larger textures?


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PostPosted: Fri Feb 10, 2006 11:14 am 
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something like that, close but not really exactly larger. but in a sense they should be larger.

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PostPosted: Fri Feb 10, 2006 12:31 pm 
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No Normal Mapping is a texture pre-render technique to make the gemoetry of a model appear much higher -- a sort of illusion and is similar to displacement, height and bump mapping...

Some links if you're interested in the subject: A Technical Tutorial, Basic Theory of Texture Bump Mapping, and one of the most popular tools for creating outstanding looking bump, displacemnt, height and normal maps ZBrush has an excellent web site with lots of nice illustrations of how the process works.

It should be quite easy to support on W:ET/TC:E...

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PostPosted: Fri Feb 10, 2006 12:54 pm 
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Sharp Shooter
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Thanks, I am going to read them carefully :D


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PostPosted: Fri Feb 10, 2006 9:23 pm 
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Its alot like the way things were done with the UE. the skins are made from a colored in highpoly model then wrapped to a lowpoly version of the same model but retaining the illusion of the highpoly one. The thing is, in order for this to work right, and look as best as possible, you need to program a paralax mapping feature into the engine, which isnt really that easy because paralax mapping is programmed with c++ not quakec. Its possible with the doom3 engine but thats because it uses c++ instead.

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PostPosted: Mon Feb 13, 2006 12:41 am 
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Sharp Shooter
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Wow, that all sounds pretty interesting! Maybe I am able to lengthen my sparetime during summer and try to get into "this".


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PostPosted: Mon Feb 13, 2006 1:46 am 
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your gonna need more than one summer to get into it. I mean, just the modelling too me 3-4 years to learn, what more will programming do to your time?

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PostPosted: Mon Feb 13, 2006 12:36 pm 
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lol, I learned how to program and started writing my own stuff within a week. :P

It comes from learning how to use DOS even though Bill Gates wants me to use Windows, rich bastard. :angry:

~Silentcrisis

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PostPosted: Mon Feb 13, 2006 9:01 pm 
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he is a filthy rich ++++++. there nothing we can do if he wants us to use his software, were gonna use it anyway. arent we.

Back to the mapping, if you dont have Photoshop, then what freeware application do you suggest to use if you wanna learn how to do this mapping? ofcourse your gonna need a 3d app, blender3d is always there but I gotta learn to use it first.

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PostPosted: Tue Feb 14, 2006 5:06 pm 
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Sharp Shooter
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I might learn it over the next extended weekend!


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PostPosted: Tue Feb 14, 2006 8:59 pm 
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for me Ill wait till next year.

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