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Very Hot Topic (More than 25 Replies) Bump mapping support? (Read 31729 times)
iLikeTheUDK
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Re: Bump mapping support?
Reply #30 - Jun 30th, 2012 at 4:51pm
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No offense, but I think you're making the once common mistake that I thought to have passed from the world, of mistaking Bump Mapping to Specular Mapping. If Halo: Combat Evolved had bump mapping, it was probably just for the environment maps. The first game in the Halo series that I know for sure that it had bump mapping and per-pixel lighting was Halo 2. Unreal Engine couldn't have been so outdated...It would surely add Bump Mapping around 2001 if it was common back then. And as far as I know, Halo: CE came out in 2002, not 2001; And that was also the year the Xbox was released in North America. As far as I know, it was only released in 2001 in Japan.
  
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Re: Bump mapping support?
Reply #31 - Jun 30th, 2012 at 4:59pm
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Hmm, true, bumpmapping was introduced, on the OpenGL side, in version 1.3, which was released in 2001. On the D3D side, it was introduced in D3D6, although I'm not sure when that was released (if with DX6, then it was back in 1998!). And apparently OpenGL was used in Windows before they created D3D, that's something I never knew...

By the way, theoretically you can set up Unreal II to use them in some specific situations, as it allows you to access low-level D3D functionality in Golem Studio. Quite interesting.
  
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iLikeTheUDK
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Re: Bump mapping support?
Reply #32 - Jun 30th, 2012 at 6:07pm
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D3D6 was released with DX6. But maybe graphics processors were not powerful enough to run it, because if they could, Unreal and Half-Life would have bump mapping naturally implemented as to keep up with modern graphics. And we'll probably be well after the time that game engines started implementing true global illumination in actual real time...and probably most engines would have turbulence simulation by now...

...lol, Turboman, looks like you can probably receive the Signalman "achievement" as well, if there was such achievement...
  
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Re: Bump mapping support?
Reply #33 - Jul 1st, 2012 at 11:05am
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it can be clearly seen that they wanted to implement it back then, since already the 224 code contained:
UTexture*      BumpMap;                  // Bump map to illuminate this texture with.

Unfortunately it never was implemented then, not in UT, not in 226. Major reason for this was probably the step to UE2 and that they moved on from doing all stuff in the Engine to start doing things in the GPU.
  

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iLikeTheUDK
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Re: Bump mapping support?
Reply #34 - Jul 1st, 2012 at 11:50am
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And unfortunately, even if it was seen in later UE2 games, bump mapping was never seen in any game by Epic until the UE3 era. Also, I think Quake 3 was the first game that managed to (sorta) implement normal-mapped bump mapping. And I wonder why didn't Half-Life do it?
  
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Re: Bump mapping support?
Reply #35 - Jul 1st, 2012 at 12:45pm
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Half-life was a Q2-based engine, with traces of Q1 code in places. Such things were not done without horrible performances until 2005/6, much later.
  

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Re: Bump mapping support?
Reply #36 - Jul 1st, 2012 at 1:07pm
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So you're saying, in other words, that, like I thought, video cards just weren't even half powerful enough to render bump mapping?
  
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Re: Bump mapping support?
Reply #37 - Jul 1st, 2012 at 3:05pm
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Yes.
  

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iLikeTheUDK
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Re: Bump mapping support?
Reply #38 - Jul 1st, 2012 at 3:48pm
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Well, kinda sad, since according to Tim Sweeney, CPUs could outrun GPUs, because there's no need to wait until features will be added; They could just be rendered via Software.
...Oh wait, CPUs weren't powerful enough back then as well.
Shame.
  
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Re: Bump mapping support?
Reply #39 - Jul 2nd, 2012 at 8:07am
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GPUs and CPUs are not interchangeable chips linked to a different set of circuits. A GPU is much more efficient for graphical operations than a CPU, even if it is a bit slower.
  

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iLikeTheUDK
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Re: Bump mapping support?
Reply #40 - Sep 9th, 2012 at 4:58pm
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Anyway, I think what you could do is somehow make a texture type that uses code for the Phong lighting from WaveTexture and the texture-controlled bump mapping from IceTexture, and also uses a diffuse/specular texture. Then you somehow need to get light direction from lighting in the level (I believe some code that can be used as an example of this is in FadeShadow), and pass it on to the variable controlling the bump map lighting angle in the texture. The result would probably be something like an image-based version of the per-pixel normal mapping that's common in modern games.
  
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Re: Bump mapping support?
Reply #41 - Oct 11th, 2012 at 11:41am
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My question is: HOW TO ENABLE BUMP MAPPING?? Give me guys detailed instructions, cause I am dumb in this category...
  
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Hellkeeper
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Re: Bump mapping support?
Reply #42 - Oct 11th, 2012 at 12:13pm
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Here are the instructions :
1) You can't. To enable it, it must be built in the engine but disabled. Bump mapping has never been part of Unreal Engine 1.
  

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iLikeTheUDK
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Re: Bump mapping support?
Reply #43 - Oct 11th, 2012 at 12:45pm
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Hellkeeper wrote on Oct 11th, 2012 at 12:13pm:
Bump mapping has never been part of Unreal Engine 1.


Actually it might have been or was supposed to be part of Unreal Engine 1. I really hope you came across the Bump Map slot in the texture properties (the one which has the description "Bump map to illuminate the texture with" if you open the texture class in the sript editor). It might be able to prove that some kind of bump-mapped lighting was originally going to be implemented in UE1. To prove it even more - it's pretty obvious what the OmniBumpMap light effect means.
  
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Re: Bump mapping support?
Reply #44 - Oct 11th, 2012 at 3:40pm
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It might have been a project, but it's not implemented. The discussion about how to use it ends here, pretty much.
  

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