Author Topic: tremulous in High quality  (Read 17989 times)

CreatureofHell

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Re: tremulous in High quality
« Reply #30 on: January 12, 2011, 03:31:10 pm »
bump-map is ugly... seriously... I haven't seen a single game where bump mapping looks great...
So all modern games suck for real? Most of them use bump-mapping. =D
He didn't say they suck he just said bump-mapping looks ugly. It has nothing to do with gameplay.
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Haraldx

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Re: tremulous in High quality
« Reply #31 on: January 12, 2011, 05:31:36 pm »
bump-map is ugly... seriously... I haven't seen a single game where bump mapping looks great...
So all modern games suck for real? Most of them use bump-mapping. =D
He didn't say they suck he just said bump-mapping looks ugly. It has nothing to do with gameplay.
Exactly, all I can say to CATAHA is "Graphics noob!". If there is a possibility, I always turn off bump-mapping, bloom, motion blur (unless it looks good in some situations but I still mostly just turn it off) and other stuff that was invented in the past years to make games look "realistic"... wait, those game don't look realistic when you turn everything on the maximum...
...princibles of judgement do not apply to me.
I JUST MINED ANIMATED CREATURES

Pazuzu

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Re: tremulous in High quality
« Reply #32 on: January 12, 2011, 05:39:53 pm »
I always turn off bump-mapping, bloom, motion blur (unless it looks good in some situations but I still mostly just turn it off) and other stuff that was invented in the past years to make games look "realistic"... wait, those game don't look realistic when you turn everything on the maximum...
Bump mapping doesn't make a game look more realistic? So all the surfaces are perfectly flat in the universe you live in?
The key here is moderation. If you "turn everything on the maximum", as you put it, of course it's going to look like a bad anime. Used lightly, they definitely make the game a bit more realistic. Especially decent mapping. You keep bitching about bump mapping, but most games have moved on to normal/parallax mapping.

ok, can you give me the tool thingy app that can code?

CATAHA

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Re: tremulous in High quality
« Reply #33 on: January 12, 2011, 07:41:40 pm »
Exactly, all I can say to CATAHA is "Graphics noob!". If there is a possibility, I always turn off bump-mapping, bloom, motion blur (unless it looks good in some situations but I still mostly just turn it off) and other stuff that was invented in the past years to make games look "realistic"... wait, those game don't look realistic when you turn everything on the maximum...
It only proves your bad taste in choice of games. If bump\etc always crappy how it can looks good? Its just question of game developers skill. As i noticed before - you can make ugly looking game with high-end engine if you suck, but if you pro you can move any engine to it limits. I can bet in most cases dont even know that your game using such technologies. You're just convinced that all the ugly is made on these technologies, and can not imagine what could be otherwise. Funny situation.
Russian q3/trem mapping site: http://tremlair.krond.ru/
=[ Boxmaps suck if they have no concept ]=

Ice Trap (InstaGib)

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jm82792

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Re: tremulous in High quality
« Reply #34 on: January 13, 2011, 04:28:47 am »
Windows compile please?


Haraldx

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Re: tremulous in High quality
« Reply #35 on: January 13, 2011, 04:57:09 pm »
Exactly, all I can say to CATAHA is "Graphics noob!". If there is a possibility, I always turn off bump-mapping, bloom, motion blur (unless it looks good in some situations but I still mostly just turn it off) and other stuff that was invented in the past years to make games look "realistic"... wait, those game don't look realistic when you turn everything on the maximum...
It only proves your bad taste in choice of games. If bump\etc always crappy how it can looks good? Its just question of game developers skill. As i noticed before - you can make ugly looking game with high-end engine if you suck, but if you pro you can move any engine to it limits. I can bet in most cases dont even know that your game using such technologies. You're just convinced that all the ugly is made on these technologies, and can not imagine what could be otherwise. Funny situation.
As I said, I haven't seen any game doing good work with the bump-mapping, maybe I'm just playing the wrong games. For now, I think, gaming graphics technology should be pushed up for more detailed models and textures (especially textures). And yes - it also depends on who made the game, a pro or noob. I really hate when there is effect over-use, I'm not going to call anything in names *Cough* ENB Series for GTA SA *Cough* , but it's hell of an annoying seeing bloom being used on every wall that has sun shining up on it.
...princibles of judgement do not apply to me.
I JUST MINED ANIMATED CREATURES

CATAHA

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Re: tremulous in High quality
« Reply #36 on: January 13, 2011, 05:12:31 pm »
Games long time mainly based on shaders, not plain textures. Bump-mapping, etc - part of this process.
Russian q3/trem mapping site: http://tremlair.krond.ru/
=[ Boxmaps suck if they have no concept ]=

Ice Trap (InstaGib)

Other maps: A.T.D*S Remake

KillerWhale

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Re: tremulous in High quality
« Reply #37 on: January 14, 2011, 12:22:05 am »
If you say you've never seen bumpmapping used well, you haven't played a video game in quite a long while.

Take Oblivion for example: Most of the details are bumpmaps; all but the basic structures in fact.
Perhaps you've played any sci-fi game in the last five years? All those wires and pipes, tiles, bricks: bumpmapping.
Played any game where there's a tile floor? All of that grout and all of those bevels are bumpmapping.

The reason you think you haven't seen bumpmapping used well is because you only notice the bad bumpmapping as bumpmapping.
You notice the good bumpmapping as detail.

cron

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Re: tremulous in High quality
« Reply #38 on: January 30, 2011, 04:00:37 am »
The Unvanquished is hosting a new community-driven project called TremHD, which aims to make assets for Tremulous clients that utilize bump mapping features, as well as implement better support for wide-screen displays.

The TremHD forums will serve as a roadmap for development, as well as a place to discuss and learn the techniques needed to make the new assets.

The project has not officially 'launched' yet, but I would love to get some feedback on the site, and get some additional help setting things up if anyone has time! :D
« Last Edit: January 30, 2011, 04:02:39 am by cron »

jm82792

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Re: tremulous in High quality
« Reply #39 on: February 06, 2011, 04:20:45 am »
Because I'm a lazy bumb I'm waiting for the blender .blend conversions of the pks so I can create normals maps..
Hurry up with them :)