Digital Paint Discussion Board
Development => Bugs, Feature Requests, and Feedback => Topic started by: rafalluz on October 17, 2010, 02:32:58 PM
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Hi,
I wonder if paintball2 can be made look better without changing the engine. Textures already look pretty good with hr4 packs. However polygon counts are really low (supposedly it's the limit for map). So, implementing secondary tessellation on loaded map would increase details for stronger machines without altering BSP files. Is it feasible?
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Tasselation in quake 2 engine? LOL! if you have GTX 460 and upper or Radeon HD 5xxx series then you have support of tasselation (only DX11).
Q2 working on OpenGL from 1997.. :P not DX11 from 2010.
Maybe Bump Mapping is possible? Look at Eduke32 Polymer engine :)
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Maybe Bump Mapping is possible?
I don't know exactly what you mean with it. But if I understand you right, it's possible in small parts. BSP has very low limits, but a big/detailed map with 10.000 numportals, etc. is possible, if the brushwork is clear enough.
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Problem is, you wouldn't know what to tesselate. For example, you might have a brick wall that you'd want to have sharp angles. If you tesselated it to look smooth, it would look weird.
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http://www.mayamax3d.net/pict/slovnik/bumpmapping.jpg
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Bump mapping should be possible: http://dplogin.com/dplogin/featurevote/feature.php?id=10080
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Ahh.. I forgot about it.. Why? Simple. Fearure Added: 2008-01-15 11:12:43 CDT (-0500)
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Problem is, you wouldn't know what to tesselate. For example, you might have a brick wall that you'd want to have sharp angles. If you tesselated it to look smooth, it would look weird.
So maybe it depends on the angle. Like right angles would not be tesselated, because that was intended. But some low angles quite certainly would be slopes, so probably looking better tesselated.
Example: stone on the ground in carpathian. It has many angles close to 360 deg that could use tesselation.
Wooden box OTOH is meant to be a box and has only right angles, so no tesselation.