The Swashbuckler
17-05-2008, 21:02
For those who don't know, spec maps are essentially the Quake III engine's version of normal maps. They're used on player models in the game. Sometimes they're used to give the player that "shiney" look (like with armour and such), though they're mainly useful as a way to give the model a more realistic reaction to nearby lights and such. (The shadowtrooper skin is a great example of how this is done.) Players have to have Detailed Shaders on in order to get the effects created by spec maps.
Anyhow, I was curious as to whether or not spec maps are ever used in MB2's maps, and if not, if any mappers had attempted to use them.
In most modern games, rather than using very high polygon counts to make a map look more detailed, normal maps (which are pretty much an advanced version of spec maps) are used to make textures react to lights and such to give them a sort of three-dimensional look without actually having to display any more polygons. It's definitely easier for most graphics cards (or maybe all, for all I know) to display spec maps than to display a large number of polygons in an area. Which is why I'm wondering whether anybody has tried this. Making a good-looking spec map is probably just as easy (if not easier) than trying to make a very detailed wall with a high number of polygons, and it's certainly easier on most players' FPS.
It's worth noting that I'm not even sure if the Quake III engine allows spec maps to be used on textures that aren't on player models. But I figured it'd be worth mentioning it, as I'd assume it'd be worth someone's time to try. Shaders in general can certainly be used on map textures, so I would have assumed that spec maps (despite being in the "Detailed Shaders" category) probably can as well.
Anyhow, I was curious as to whether or not spec maps are ever used in MB2's maps, and if not, if any mappers had attempted to use them.
In most modern games, rather than using very high polygon counts to make a map look more detailed, normal maps (which are pretty much an advanced version of spec maps) are used to make textures react to lights and such to give them a sort of three-dimensional look without actually having to display any more polygons. It's definitely easier for most graphics cards (or maybe all, for all I know) to display spec maps than to display a large number of polygons in an area. Which is why I'm wondering whether anybody has tried this. Making a good-looking spec map is probably just as easy (if not easier) than trying to make a very detailed wall with a high number of polygons, and it's certainly easier on most players' FPS.
It's worth noting that I'm not even sure if the Quake III engine allows spec maps to be used on textures that aren't on player models. But I figured it'd be worth mentioning it, as I'd assume it'd be worth someone's time to try. Shaders in general can certainly be used on map textures, so I would have assumed that spec maps (despite being in the "Detailed Shaders" category) probably can as well.