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normal maps

Also games such as brothers in arms road to hill 30 and earned in blood which run on the unreal engine 2 support refraction on the water surfaces. It also uses soft water effect which is pretty cool for a game that old. Red steel also uses the unreal engine 2 has refraction in it and also i seem to remember some sort of bump map effect, but looked crap, could be due to the wii being crap. Below are some screen shots of red steel which show some nice shading effects.


http://revolutionmedia.ign.com/revo...40/e3-red-steel-screens-20060501034051480.jpg

http://www.ryansgoblog.com/images/red_steel_2.jpg

EDIT : normal mapping and HDR clearly visible in chaos theory and looks really good.

http://gropingtheelephant.files.wordpress.com/2009/06/splinter-cell-chaos-theory-01.jpg
 
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soanos, can you explain your comment? it doesn't really follow from the rest the thread. do you mean ww2? that has nothing to do with shader features. shadowwill was using a ww2 game as an example.

shadowill, that does look like normal map, but many have said unreal 2 doesn't support normal mapping. it may simply be bump mapping, which i assume is supported by ue2.

do the devs post here? could we get a confirmation on whether the game uses normal maps or not? and also, how can i make bump maps for the player models. thank you.
 
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but doesn't splinter cell chaos theory use it? that engine is based on unreal engine 2.

or is it something else that resembles normal map? bump mapping perhaps?

They modified UE2 to support it. KF is running a different modified version of UE2. Could TWI further modify the engine to support it? Yes, but it would be a massive amount of work implement it.
 
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sorry about misunderstanding.

as for bump mapping. when did that first come out? did it come with doom 3? i was almost certain unreal 2 featured an effect very similar to that. these graphics innovations are hard to keep track of if you only play the games.

for example, when i view the bodies of the specimens, sometimes i'll see what looks like glare reflecting off a wet/oily surface(more apparent on the fair skin of the stalkers). i assume this is specular lighting, but it looks too detailed to be. could it be that or something else?

and what files do i edit to give the player models this spectacular feature? i have searched and found possibilities that it might be these: cube mapping, environment mapping. are these the same or mutually exclusive? which gives a better effect?

someone suggested that character models use a lightmap. how can i edit this to make character textures/model lighting interaction look more detailed?
 
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normal mapping already in engine? just not fully implemented?

http://forums.epicgames.com/showthread.php?t=508225

AFAIK...

I don't believe that the retail version of the game UT2004 supports the Normal Maps even though the Unreal Engine 2 does have the underlying code for them.
The texture packages look more like tests done by the developers. Chances are they didn't have the code fully tested/integrated with the release of 2k4.

Other games developed on UE2+ such as Tribes:Vengeance actually used the Normal Maps along with additional shaders such as Glow and cool things like Macro Textures for the terrain (which gives awesome looking terrain), which the engine can do but is not "supported" directly in UT2004.
I would expect us to see all of this available in UT2007.

If you check out the specs on Unreal Engine 2, used for UT2004, you will not see Normal or Bump mapping listed in its capabilities.

any coders know how to get it to work? do you need the engine source code?
 
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