Game Development Community

Bumpmapping?

by Christian Weber · in Torque Game Engine · 08/09/2002 (8:27 am) · 12 replies

Hi @all!

If im right torque has no bumpmapping, right? Does anyone know how to get it into the engine?

thx for any help,
chris

#1
08/09/2002 (9:02 am)
I'm interested in this too... don't need it for my game tough. But it would be fun to fool around with.
#2
08/10/2002 (9:54 am)
Some people working with torque have already put bumpmap support in it. BTW, if you look at the dts file support (mesh, ...), there is everything you need to add bumpmap, you just need to write the missing code (there is already some variables to handle the bumpmap texture).
#3
08/10/2002 (10:05 am)
Really?

Sounds cool
#4
08/10/2002 (10:40 am)
i'd be more interested having it on .dif rather then .dts... for things like a brick wall etc... or a metal plate with rust(bumpmapped) spots nailed(bumpapped nails) on to something.
The problem with bumpmapping is that if its not done properly your stuff starts to look like plastic... with a good artist (no problem in our team ;) ) it can add to the realism... but most of the time it just looks bad (well not bad.. but worse then without them).
#5
08/10/2002 (10:55 am)
We've added bumpmapping to Torque. It is a great way to get extra detail in. As for a plastic look, I haven't seen that. Bumpmaps just add "height" to textures and as a result, can produce many little shadows depending on how "bumpy" your bumpmap is. This can make your textures darker. However, specular/gloss maps may be used to produce a plastic or metallic sheen to objects.

Here is an image of a model without any textures:

No Bumpmap

Here is the same model with only a bumpmap texture:

Bumpmap only

Project Shadow
http://www.vaevictisgames.com
#6
08/10/2002 (11:20 am)
here's what i mean with how bumpmapping can cause a plastic feel:
www.flipcode.com/iotd/04-02-2002.jpg
I found this in the flipcode image of the day gallery and its the perfect example of what bumpmapping tends to do when the artist isn't used working with them. Those walls lost their stone feel.. and look like.. plastic, metal whatever.
Paul.. can you post a textured version of that gun? I mean one taken in the engine.. no max render or anything.
#7
08/10/2002 (1:36 pm)
I think it's an ingame shot those screenshots. BTW, if you go to his website, you will see more ingame shot with bumpmap on.
#8
08/10/2002 (1:38 pm)
Ward, the shinyness in that example you linked to isn't due to bumpmapping, but to specular highlights. Here is a screenshot of our weapons in-game using bumpmaps.

In-game Bumpmapped weapons.

You can also see the bumpmapped pistol in our gallery. These images were taken in the showmod.
#9
08/10/2002 (2:22 pm)
Paulb..... I'm sure we are all thinking it, so I will go right out and say it..... I understand that its a lot of work and you probably dont want to.... but could you write up a tutorial on adding your bump mapping code to the engine and post it in the resource section for everyone to use? I'm sure everyone here would love the chance to use bump mapping in their game, and we'd all really appriciate it... I understand if your too bussy,but I just had to say PLEEEEEEEAAAAAAAASE share your bump mapping.... I'll be your best friend ;)
#10
08/10/2002 (10:05 pm)
Eric, we rewrote the renderer for dynamic per-pixel effects so its not a simple code drop-in but we are open to discussion with GG in getting our enhancements integrated into Torque.

There are other nice features that we are currently working on which should be of interest, but everything is in an early stage still.

Project Shadow
http://www.vaevictisgames.com
#11
08/11/2002 (12:00 am)
ya, REALLY cool project, I have been following it since you first showed it, it looks amazing.... that would be great if you could integrate your changes with torque... and I'd love to hear about any other changes you've made ;)
#12
08/11/2002 (6:32 am)
Thanks for the compliment. We hope to show some new stuff soon.