Georgie Posted June 23, 2012 Share Posted June 23, 2012 How does this help us? Is there an option to use one or the other. 0 Quote Link to comment Share on other sites More sharing options...
MikeyD Posted June 23, 2012 Share Posted June 23, 2012 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. 0 Quote Link to comment Share on other sites More sharing options...
Georgie Posted June 23, 2012 Author Share Posted June 23, 2012 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? 0 Quote Link to comment Share on other sites More sharing options...
MikeyD Posted June 23, 2012 Share Posted June 23, 2012 No, its a vehicle, soldier and building thing only. 0 Quote Link to comment Share on other sites More sharing options...
Rambler Posted June 23, 2012 Share Posted June 23, 2012 All you wanted to know about normal mapping: http://en.wikipedia.org/wiki/Normal_mapping http://wiki.polycount.com/NormalMap There's already a normal map in the game. It's what gives the water it's 3D appearance. 0 Quote Link to comment Share on other sites More sharing options...
Georgie Posted June 23, 2012 Author Share Posted June 23, 2012 All you wanted to know about normal mapping: http://en.wikipedia.org/wiki/Normal_mapping http://wiki.polycount.com/NormalMap There's already a normal map in the game. It's what gives the water it's 3D appearance. Thanks Rambler, I'll read up on it. 0 Quote Link to comment Share on other sites More sharing options...
sfhand Posted June 23, 2012 Share Posted June 23, 2012 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. 0 Quote Link to comment Share on other sites More sharing options...
Battlefront.com Posted June 23, 2012 Share Posted June 23, 2012 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 Steve 0 Quote Link to comment Share on other sites More sharing options...
PaulMG Posted June 23, 2012 Share Posted June 23, 2012 LODs are that girl that looks hot from far away but when you get closer... 0 Quote Link to comment Share on other sites More sharing options...
Sixxkiller Posted June 24, 2012 Share Posted June 24, 2012 LODs are that girl that looks hot from far away but when you get closer... .... she's really a guy. 0 Quote Link to comment Share on other sites More sharing options...
Steiner14 Posted June 24, 2012 Share Posted June 24, 2012 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 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? 0 Quote Link to comment Share on other sites More sharing options...
Battlefront.com Posted June 24, 2012 Share Posted June 24, 2012 No. Some of the textures were 1st drafts and they weren't intended on being put into the final product. I'll see where we stand on fixing that informally sooner rather than later. We're not in a position to make/test a full patch for Normandy just yet. Steve 0 Quote Link to comment Share on other sites More sharing options...
MikeyD Posted June 25, 2012 Share Posted June 25, 2012 Battlefront produces titles like a duck swims. On the surface it glides along smoothly, underneath its little legs are paddling like crazy. 0 Quote Link to comment Share on other sites More sharing options...
Mord Posted June 25, 2012 Share Posted June 25, 2012 Sounds like my sex life...when I had one. Mord. 0 Quote Link to comment Share on other sites More sharing options...
mjkerner Posted June 25, 2012 Share Posted June 25, 2012 Sounds like my sex life...when I had one. Mord. How can you say that? I didn't think you were married. 0 Quote Link to comment Share on other sites More sharing options...
Mord Posted June 25, 2012 Share Posted June 25, 2012 You don't need to be married to be denied...LMAO! Mord. 0 Quote Link to comment Share on other sites More sharing options...
mjkerner Posted June 25, 2012 Share Posted June 25, 2012 I call BS; you younger, single guys are getting it all the time. Now get off my lawn! 0 Quote Link to comment Share on other sites More sharing options...
Vanir Ausf B Posted June 25, 2012 Share Posted June 25, 2012 We're not in a position to make/test a full patch for Normandy just yet. Steve So does that mean there will not be a CMBN patch released before the Market Garden module? 0 Quote Link to comment Share on other sites More sharing options...
Battlefront.com Posted June 25, 2012 Share Posted June 25, 2012 We are planning on at least one patch for CMBN before Market Garden is out. In fact, I would like us to start getting one ready as soon as Italy is in the can. Steve 0 Quote Link to comment Share on other sites More sharing options...
PanzerMike Posted June 25, 2012 Share Posted June 25, 2012 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 :-) 0 Quote Link to comment Share on other sites More sharing options...
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