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View Full Version : Hows Game mapping done?!


Maaahshoe
06-17-2006, 10:47 AM
Ok I've become fairly interested in game dev lately and pondering thoughts of the how to's of game mapping!I'm hoping you people can tell me all the methods of game mapping so I can quit thinking about it.

Ok well the latest game I've had a look at is F.E.A.R. I was looking around the level and just wondering how some of the textures are mapped. For instance, rust on a wall, blood thats already there(Not from shooting someone), and including blood from shooting some one.

I've thought about ways of doing it but wondering what possible in games. Like first up the rust and blood stains already on the map. I'm guessing it would be done using multiple mapping channels right? But whats the limit of mapping channels for games these days.

Also...The game levels would be broken into pieces of geometry, rather that a completly welded geometry right? For example a box, rather than treating the box as one piece of geometry, treat it as 6 pieces so each piece can have its own mapping coords and then having another mapping channel each for extra textures on top of that. Is that crazy thoughts?

Then how about blood that is sprayed onto the walls after shooting someone?

Another question I just thought of is when you shoot a character and textures are displayed where you shoot them. How is this done.

I know I have many questions, probaby come up with more after this. Is there any one who can tell me or put me onto some document or tutorial which explains all of this.

I'd seriously appreciate it!:)


Matt

sprunghunt
06-18-2006, 01:19 PM
A lot of the answers to these questions are specific to which game engine you are using. So any answer I give here will not necessarily be correct for a different game engine.

However I think your example game, F.E.A.R. uses the unreal engine.

In this engine the wall geometry is mostly BSP and each face is textured indepenent of the geometry. This means if you have a different wall you can have a different texture. Individual objects (trashcans etc) will have their own texture applied in the application they were created in.

the blood would probably be done with a projector as described in this article:
http://udn.epicgames.com/Two/ProjectorTextures#Projector_Textures

Bullet damage is usually a bitmap with an alpha channel that is displayed on a polygon where the bullet strikes. This is usually hooked up with code.

SquishMe
06-19-2006, 01:23 AM
Have a sniff around on the web for the following:

"Projective texture mapping"
"Decals"
"Parallax mapping"
"Megatexture"

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