lilbroex said:
curl-6 said:
lilbroex said:
curl-6 said:
Jett Rocket used bumpmapping too, on things like the dimpled sand in the beach levels. As for shadows, Mario Galaxy 2's were pretty glitchy in the case of the dragon battle you pointed out. And there were plenty of places where SMG2 could've benefitted from refractive surfaces but didn't, like with ice and metal.
JR's water effects are better than Galaxy 2's also, and where most enemies in SMG2 had just a rim shader, JR's nearly always had specular and environment maps.
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I didn't say bumpmapping. Normal Mapping and bump mapping are two different things. Normal mapping is far more taxing on hardware than bump mapping and far more detailed.
Shin'en detailed everything they did with Jett Rocket.
http://jettrocket.wordpress.com/
Nowhere does it say they used bump mapping nor was is demonstrated anywhere. The only texture effect they used was EMBM which is a native effect to the Wii's TEV that doesn't require much resources on the GPU. Normal mapping is far more complex resource intensive.
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How do you know that's even normal mapping on the dragon? It could have been done with embossing or EMBM.
And just because Shin'en don't mention bump/normal mapping in that document, doesn't mean it's not the game. They don't really talk much about their material effects at all there, it's more about the lighting, framerate, and other such things.
@famousringo: I know, but I'm enjoying this discussion.
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No it couldn't. EMBM doens't look like that. Embossed Mapping produces and embossing effect. Second, people actually ripped the graphics out of Mario Galaxy 2 and found out that they were using normal mapping.
I can tell the difference on sight. They don't look the same. Shin'en said exactly what they used. When they showed the chart of adding textures and they got to "specular masking" that was EMBM. You don't seem to know much about grahpics outside of what you think is pretty and what you think is not. I see this a lot when it comes to discussing the hardware potential and capabilities of the Wii.
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On examination, the dragon is definitely EMBM. That look of a shiny surface made to look bumpy through distortion of the shininess is characteristic of the effect. If it was normal mapped the rim light would be affected by the "bumps," but it isn't.
And the page on Jett Rocket talks about the texture layers on the character of Jett himself, who I never said was bumpmapped. They never talked about, say, texturing the bumpy sand.