[project1dev] Re: Maps

  • From: katie cook <ktmcook@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Fri, 26 Feb 2010 09:51:40 -0800 (PST)

I was just curious in what situations game designers, etc use mip-mapping and 
when it becomes applicable to use them/design around them.
Do you use them in really big games like WOW, or Unreal tournament? Or is it 
dependent on the engine? Do artist build textures based on whether they are 
used or not? Or is it all on the coding/game engine side, and artist don't have 
to compensate for it?

--- On Thu, 2/25/10, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote:

From: Alan Wolfe <alan.wolfe@xxxxxxxxx>
Subject: [project1dev] Re: Maps
To: project1dev@xxxxxxxxxxxxx
Date: Thursday, February 25, 2010, 2:40 PM

mip mapping is usually taken care of by the engine although i think sometimes 
the artists can specify # of mips for specific textures.
Basically, in a 3d game, the video card has to be able to render textures at 
different scales (as you notice, when something gets farther away from the 
camera it gets smaller...).
It can do this one of 2 ways..
#1 - scale down the image on the fly every frame (this usually either results 
in textures being scaled quickly so that they are ugly, or results in frame 
rate dropping because they are scaling the textures nicely which takes longer)
#2 - Scale the image a bunch when it's first loaded and store the scaled images 
in memory.  This is called mip mapping and lets you scale images nicely (ie 
bilinear or trilinear filtering etc) and store them in memory.  This makes it 
so you use more video memory but scaled textures look better and the game runs 
Im curious, what has you investigating mip maps? (:
and btw, mip maps are not the same kind of map like specular maps and normal 
maps are, it's a completely different kind of thing.

On Thu, Feb 25, 2010 at 2:26 PM, katie cook <ktmcook@xxxxxxxxx> wrote:

Hey Guys,
Another question, does anyone know much about MIP mapping? I get the general 
concept of what it is/what it does, but I am wondering if it is applicable in 
our situation, or in what situation/game it would be applicable...
Gonna google it too, but any info you guys have would be much appreciated. Its 
always better from a artists point of view. =)

--- On Thu, 2/25/10, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote:

From: Alan Wolfe <alan.wolfe@xxxxxxxxx>
Subject: [project1dev] Re: Maps
To: project1dev@xxxxxxxxxxxxx
Date: Thursday, February 25, 2010, 2:21 PM 

Hey Katie,

Currently I'm upgrading the editor but after that I'll be moving back to 
graphics land and upgradin our graphics.
Milkshape supports NO maps.
Our game however currently supports normal maps (doesnt look like it should 
cause it needs an upgrade but it works).
For now we (Kent or I) have to set up the loading level script to apply the 
normal maps to an object (which is no problem, nothin to worry about there)
In the future, you'll be able to apply the normal map from the editor.
Now because you are asking about other kinds of maps like specular maps, YEP we 
can do those!
The game doesnt currently support them but specular maps for one should be not 
too hard so feel free to use them (:

On Thu, Feb 25, 2010 at 2:14 PM, katie cook <ktmcook@xxxxxxxxx> wrote:

I think the kids need more maps, there just arent very many maps....=) ANYWAY,
Hey Guys,
I was wondering about what kind of maps the game/milkshape supports, IE. bump, 
specular, normal maps.
Let me know what you know and limitations your aware of.
Thinking about learning/playing with normal and specular maps, but thinking 
probably only bumps are going to be supported for now...
Wishful thinking, some fun ideas in mind. =)


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