Krypt on 5/11/2005 at 20:01
Actually there is support for specular in the engine, but we ended up replacing them all with environment maps because it was a big framerate hit. It was a shame, because it looked really good. You'd have to add the specular to existing/new materials in max to see it though. I don't think any of the ones in the game have it.
OrbWeaver on 5/11/2005 at 20:05
Where are there envmaps in the T3 game? I don't remember seeing any. Is that what that weird "looking at the reflection of a square ceiling even though you are in a cave" effect is on the water in the pagan tunnels mission?
Krypt on 5/11/2005 at 21:44
Yeah, the effect on the Pagan water is an environment map if I recall correctly. I don't think there were that many environment maps in T3 because we had already stopped doing specular long before the textures were finalized. There was a lot more specular>environment map swapping in DX2.
New Horizon on 5/11/2005 at 22:18
Speculars eh? Hmmm, very interesting. :) Anyone want to get to work on adding speculars to all the valuable loot in T3 so we can get rid of the loot glimmer once and for all? ;)
ascottk on 5/11/2005 at 22:33
Quote Posted by New Horizon
Speculars eh? Hmmm, very interesting. :) Anyone want to get to work on adding speculars to all the valuable loot in T3 so we can get rid of the loot glimmer once and for all? ;)
Each kind of loot would need its own texture & the current loot (among other things) share textures with other objects. I think the devs used a generic, one-size-fits-all approach. For example: the wall textures could be textures for another object. The most common texture design in the game fits just about any mesh you throw in there.
rujuro on 7/11/2005 at 03:56
Question about the specular, I just did a little test, and the behavior was not like I expected. It behaved more like an environment map, and didn't seem to control the amount of specular highlight that was expressed on the object at that pixel (as in, this part is shiny, this part is matte). Is that how specular maps work in T3? They create the specular highlights in an environment map fashion? This was viewed using the ION renderer in Max, I didn't actaully export to game, so maybe that gets handled differently.
ascottk on 7/11/2005 at 05:07
Quote Posted by rujuro
Question about the specular, I just did a little test, and the behavior was not like I expected. It behaved more like an environment map, and didn't seem to control the amount of specular highlight that was expressed on the object at that pixel (as in, this part is shiny, this part is matte). Is that how specular maps work in T3? They create the specular highlights in an environment map fashion? This was viewed using the ION renderer in Max, I didn't actaully export to game, so maybe that gets handled differently.
I did the same thing & it doesn't pay attention to the detail you want to give it whether in max or t3ed.
Ulukai on 7/11/2005 at 11:45
I've gone from using UnrealEd (Subtractive Geometry as is T3Ed) to Hammer (Additive Geometry, as is Doom 3).
And additive geometry is doing my head in. It's like taking everything I know and turning it inside out. Curses.
Ziemanskye on 7/11/2005 at 16:54
I came the other way, and it broke my head for about a month and a half.
:D
It'll be easy enough, soonish.
Bardic on 7/11/2005 at 19:24
I hadn't used either, maybe 2 weeks of dromed least year, and the month before Contest 6 until now on T3ed. Additive is different, but there are still things in subtractive I have to think over carefully to decide how I would do something.
For one thing I don't like to add solid BSP in T3ed (I think I was brainwashed that solid is bad). I get hung up with how can I make an outdoor wall using 2 subtracted rooms and subtracting the area above the wall so you can climb over. Rather than make a bigger room, and add a 4' hgh solid bsp.
But in Doom, heck, make solid because I have to, and then subtract out domed ceilings, doorways, and all that. I'm just now learning patches and bevels, some very different and useful tools.