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#1 Springheel

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Posted 24 April 2005 - 10:44 AM

This is an interesting effect. This guy has done something with the spec maps. Apparently it makes things very plasticy in some cases, but in the mouseover example here:

http://www.skenegrou...t_vs_mod11.html

it looks quite good. Brings out a lot of the details. Don't know if this is any use for us or not.

Here's the main discussion thread:

http://www.doom3worl...pic.php?t=10037

#2 Springheel

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Posted 24 April 2005 - 10:45 AM

LOL!! I copied that without even looking at the name of the poster. Ren, you've been holding out on us!! :lol:

#3 oDDity

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Posted 24 April 2005 - 11:42 AM

It's impossible to comment looking at that picture. Stone dons't need much spec anyway, uinless it's wet or slimy. I think some people go crazy with it - 'doom has spec maps = let's put one on everything, and really make it show!'
A lot of surfaces dont' actually need a spec map at all, and it improves performace if they dont have one, and saves on RAM. The quality of spec maps is all down to the way you create them anyway. You can bring the detail out in a texture if you know how to handle the height and spec maps.
Spec maps are excellent for metallic surfaces (no surprise the majority of doom textures are metallic) excellent for plasitc surfaces, but many thiefy textures like wood, stone, most cloth, carpets, wallpaper, can easily get away without one, or one so subtle it's hardly worth the system resources.
Civillisation will not attain perfection until the last stone, from the last church, falls on the last priest.
- Emil Zola

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#4 Fingernail

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Posted 24 April 2005 - 11:51 AM

It's also only for NVidia cards...and the glossmap shader is better anyway IMO.

#5 Renzatic

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Posted 24 April 2005 - 11:59 AM

The thing about that mod that's such a big deal is that it's using a more realistic system for the spec maps, completely different from D3's specular lookup table. If you were to mix it with Idiom's glossmap mod you'd get some amazing results.

Plus it has a parallax mapping system packed in it that's awesome looking.

#6 Fingernail

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Posted 24 April 2005 - 12:02 PM

Well actually idiom's glossmap mod uses the same system...ie a function rather than a specular lookup table.

#7 Renzatic

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Posted 24 April 2005 - 12:29 PM

Really? I though the specs were still based on the table, and the glossmaps were layered over them to adjust tightness.

#8 Ishtvan

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Posted 24 April 2005 - 12:32 PM

What effect does using a function instead of a table have on framerate, if any?

#9 Renzatic

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Posted 24 April 2005 - 12:48 PM

According to them barely any at all, maybe a frame or 2 at most. But then again they're all sporting Geforce 6xxx's there.

As for the glossmap mod, it barely effects me at all.



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