hi
i remembered that the abililty of multi texturing came avaible in HL 1
but they never used it.....
well at least, it seems so.......cause with multi texturing its possible to add i.e a wound texture like in SOF or KINGPIN LoC
what i mean is that most games dont seem to use this feature and its already pretty old by now......
i mean if they would do then we would see wound textures in every shooter game or lets say 16+ game
lol idk why i tell this bullshlt but somehow its intresting and i may be wrong but multi texturing refers to the model itself right ?
not to the game world like WALLS and DOORS i.e ?
i mean sure when you shoot at a wall in a shooter then you see a bullet hole
this is some kind of multi texturing just with the diffrence that multi texturing just refers to the models right ??? like enemys or animals
or is everything covered by multi texturing GAME WORLD and MODELS
Most Games dont use MULTI TEXTURING ???
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- hurenBock
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so Multi Texturing = Bump Mapping ? wow, didnt knew that, until now.....
i thought bump mapping gives the map / surface some kind of deep look
idk how to say it in english
and btw what`s SPECULAR MAPPING exactly ???
i always reconized that games using this feature seem to glow or its looking like there`s a deeper better surface covering the model
i thought bump mapping gives the map / surface some kind of deep look
idk how to say it in english
and btw what`s SPECULAR MAPPING exactly ???
i always reconized that games using this feature seem to glow or its looking like there`s a deeper better surface covering the model
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- hfric
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http://www.modwiki.net/wiki/Texturing#Specular_maps
well Multi Texturing is like the name said a texture that has multiple layers - texture of a brick , the bump mapping , the specular map , hit map
o and one thing in OpenGL it was called Multi Texturing but in DirectX its named Texture Blending , Multi Texturing = Texture Blending
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Specular maps in Doom 3 represent the specular intensity and color of highlights on a surface. In other words they define the "shinyness" and color of specular reflections.
The brighter a specular map is, the more shine is applied to the final material.
The goal when creating a specular map is to fill the image with a solid value to represent the general specularity of the surface and then darken areas where weathering would occur.
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Specularity is the quantity used in 3D rendering which represents the amount of specular reflectivity a surface has. It is a key component in determining the brightness of specular highlights, along with shininess to determine the size of the highlights.
It is frequently used in real-time computer graphics where the mirror-like specular reflection of light from other surfaces is often ignored.
o and one thing in OpenGL it was called Multi Texturing but in DirectX its named Texture Blending , Multi Texturing = Texture Blending
multi-texturing is the hardware blending of textures to be done in one pass than many passes of polys to render. Cards like the voodoo2 have multitexturing. GLQuake and Quake2 has multitexturing.
Kingpin uses multitexturing for blending the lightmap (AKA SHADOWS) onto the level. If the card doesn't support multitexturing, then it'll render the level twice.
It is a standard feature
This technical info is courtesy of my sister.
Kingpin uses multitexturing for blending the lightmap (AKA SHADOWS) onto the level. If the card doesn't support multitexturing, then it'll render the level twice.
It is a standard feature
This technical info is courtesy of my sister.