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Bump and Normal mapping


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As far as I can tell bump map and normal map are just alternate names for the same thing. Its quite subtle in the game, you'll see the edges of painted wheel nuts and rivets 'catch the light' as though they were 3-D as the vehicle turns. More important is the overall improved shading effect applied. There's an on-off toggle key, though why you'd need to toggle it I don't know. :)

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As far as I can tell bump map and normal map are just alternate names for the same thing. Its quite subtle in the game, you'll see the edges of painted wheel nuts and rivets 'catch the light' as though they were 3-D as the vehicle turns. More important is the overall improved shading effect applied. There's an on-off toggle key, though why you'd need to toggle it I don't know. :)

Thanks MickyD. Will this "improved shading effect" help with depth perception and terrain undulation perception?

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I'm curious about frame rate gains. As I understand bump mapping it improves framerates by allowing for simpler models, i.e. lower polygon count models, for the "same" visual result. I asked about frame rate gains in another thread, because it was mentioned in the announcement, and suspect BF, understandably, doesn't want to commit to a rough estimate of the gains.

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Framerates are so subjective. Not only to a specific computer, but to a specific scenario. Having said that, sfhand is correct that mapping allows for lower polygon counts without losing (and in some cases gaining!) visual coolness. I remember the first test we did with a side by side of a CMBN model and a reworked one. I said "er... which is the old one with ungodly poly count?". Seriously, I couldn't really tell.

For those who don't want to understand the geeky aspects of this, take away this point:

Mapping allows for the same, or better, visual quality without requiring as many polygons.

And the reason this matters is:

The more polygons your system has to push, the more downward pressure on framerates.

We'll just have to see how individuals feel about the speed improvement, but testers are already pleased with the improvements and we have only just now (nearly) completed the LODs for models. And if someone cares to explain LODs, be my guest :D

Steve

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Framerates are so subjective. Not only to a specific computer, but to a specific scenario. Having said that, sfhand is correct that mapping allows for lower polygon counts without losing (and in some cases gaining!) visual coolness. I remember the first test we did with a side by side of a CMBN model and a reworked one. I said "er... which is the old one with ungodly poly count?". Seriously, I couldn't really tell.

For those who don't want to understand the geeky aspects of this, take away this point:

Mapping allows for the same, or better, visual quality without requiring as many polygons.

And the reason this matters is:

The more polygons your system has to push, the more downward pressure on framerates.

We'll just have to see how individuals feel about the speed improvement, but testers are already pleased with the improvements and we have only just now (nearly) completed the LODs for models. And if someone cares to explain LODs, be my guest :D

Steve

Steve,

is this the reason, why some CM:CW tank models lack detail, because they are already new models made for mapping, and since mapping is not yet implemented in CM:BN, they look less detailed?

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Thanks for the info. So it will be a few months before we see the CW patch. So looking forward to Market Garden (I live near Arnhem). But ofcourse I will buy CMFI too. Just to keep me busy while waiting for the CW patch and MG :-)

I applaud your decision to upgrade CMBN to v2.0. There is still a LOT of life left in CMBN. It will probably reside on my drive for the next decade :-)

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