The desire to create video games is what drove me to get a job in the industry. During college I did some C++ programming; real beginner stuff. There was also a digital imaging class during the curriculum. I already tooled around in Photoshop for a bit, so I was prepared for the class. After awhile though, I became a bit discouraged with computer programming. It just didn't offer me the appeal that art did. Soon afterwards I got into 3D modelling with 3d studio max. Went to another school for that. Got an internship with a facial animation technology company as a modeler/animator/texture arti
Pfew... Those tools are ancient. But if I remember correctly, the trees in GR are purely dynamic vertex lit. Basically, the lighting is not stored in a texture but rather in the vertices of the mesh, and therefore inside the .MAP file.
The best you could probably do is just tweak the textures that are on the trees until they're bright or dark enough for you to use.
The darkmaps however are very much tweakable.
The American taxpayers are paying for it. If you, your mom or pops lives or work in the US, you are paying for it.
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Of course, everyone's contribution is probably less than 15 cents, and even that's a bit much.
I haven't seen any bumpmapping in GR2 so far, but have seen reflection-maps instead.
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Bump mapping (normal mapping, more specifically) was used on Vehicles on the xbox version. Some was used in maps though, but to a small degree because of memory limitations.
http://www.mosnews.com/news/2005/01/18/chechengame.shtml
I don't see how GR2 is affiliated with this game...
And what is www.ea.com doing with a screenshot of GR2?
You think it won't put too much stress on the engine?
I've been playing GR2 on the XBOX for 2 weeks now and although the engine is optimized quite a bit, I think you're going to get in trouble with those figures.
It's all speculation from my side ofcourse, but I would hate to see you putting in so much effort only to find out later that it won't run properly.
Just a quick example. Let's say the scenario looks likes this: Your team advancing in front of you with 10 AI-enemies in view:
Lead Character: 4700
Team Characters: 3x4500=13500
Enemie Characters: 10x4000=40000
Weapons Team: 4x