[updated for a224] parallax mapping
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[updated for a224] parallax mapping
This mod makes ground and detailobjects look more detailed by displacing the texture and making it look like it was actual 3d geometry
also the blending of textures is now based on their displacement map which looks more realistic (hopefully) Known bugs:
-on erodeau plateu the ground doesnt really work
-still some problems with the effect strength not being consistent over all objects, p.e. the ground in the arena is far deeper (about 2x) than the walls
Download - a224
https://www.dropbox.com/s/mosvd7t4ex1eq ... 4.zip?dl=0
*NOTE: it seems that og doesnt allow mods to overwrite the textures, so you might have to copy them into your main overgrowth data folder* (instead of the mods folder)
Download - old:
https://www.dropbox.com/s/pusf828b5t7o32f/Data.zip?dl=0
a220 - a222
https://www.dropbox.com/s/gzls59fuoawy6 ... 0.zip?dl=0
installation for a220 is simply copying it into the data/mods folder, so that its data/mods/thomason1005sgraphicspack_a220
this new mod system is really cool, no more replacing files and you can disable them in the game menu *thumbs up*
Last edited by Thomason1005 on Wed Oct 19, 2016 6:38 am, edited 13 times in total.
Re: [i tried again] parallax mapping on the terrain
Hot damn. Does Overgrowth support stuff like that already?
And I'm pretty sure this kinda stuff would be better applied to details on objects, but I'm curious on what you can do with terrain.
And I'm pretty sure this kinda stuff would be better applied to details on objects, but I'm curious on what you can do with terrain.
Re: [i tried again] parallax mapping on the terrain
Can you show how this was done? It's pretty neat that the ground looks displaced even though it's just a blend.
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Re: [i tried again] parallax mapping on the terrain
yeah i started with the terrain as it seemed easier to implement. for this to work i need a heightmap for the details(bright = higher, dark = lower). i used the alpha (transparency) channel of the (detailtexture) normal map as it wasnt used for anything. the characters p.e. already use this channel so id need a new texture which i cant do without david. (or replace the alpha on the normal map i dont even know what it does).
how it works is that basically instead of just displaying the texture color it looks up the height value of the pixel (here the normalmap's alpha channel) and displaces the pixel a bit. to avoid artifacts, this is done several times. the displacement is done away from the camera position so it looks as if it was taller. i hope that makes any sense.
the biggest problem is that all og models dont have this heightmap, aubrey would have to bake them probably as he has the high poly models. for now i used a black/white version of the color map, it looks quite decent ill release the shader and the modified normal maps once i removed some issues.
how it works is that basically instead of just displaying the texture color it looks up the height value of the pixel (here the normalmap's alpha channel) and displaces the pixel a bit. to avoid artifacts, this is done several times. the displacement is done away from the camera position so it looks as if it was taller. i hope that makes any sense.
the biggest problem is that all og models dont have this heightmap, aubrey would have to bake them probably as he has the high poly models. for now i used a black/white version of the color map, it looks quite decent ill release the shader and the modified normal maps once i removed some issues.
Re: [i tried again] parallax mapping on the terrain
Looking cool! I recently heard of this tool, which can supposedly infer adequate height maps based on normal map info: https://www.knaldtech.com/
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Re: [i tried again] parallax mapping on the terrain
thx for the tip, sadly i only have my laptop currently so it wont work (it requires a opencl capable card).David wrote:Looking cool! I recently heard of this tool, which can supposedly infer adequate height maps based on normal map info: https://www.knaldtech.com/
im currently implementing the effect for objects which use detail textures. also i noticed that i scaled the textures down when adding the alpha channel which means i'll propably have to do that again
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Re: [i tried again] parallax mapping on the terrain
Screenshots
im still working on a problem with scaled detail objects
im still working on a problem with scaled detail objects
Re: [i tried again] parallax mapping on the terrain
Would a tool such as Crazybump work? http://www.crazybump.com/
Re: [i tried again] parallax mapping on the terrain
So the point of parallax mapping is make the ground look more 3d-y?
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Re: [i tried again] parallax mapping on the terrain
yes this tool is actually pretty awesome thanks still has some rough edges but it looks better imo, i cranked up the depth and solved one problem with scaled objectsWeridoguy wrote:Would a tool such as Crazybump work? http://www.crazybump.com/
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Re: [i tried again] parallax mapping on the terrain
yup. thats itrodeje25 wrote:So the point of parallax mapping is make the ground look more 3d-y?
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Re: [i tried again] parallax mapping on the terrain
solved problems with rotated and scaled objects, the effect strength still is not completely constant though.
also started optimizing the terrain parallax mappingRe: [i tried again] parallax mapping on the terrain
this looks awesome... DAVID! Y U NO IMPLEMENT THIS YET!
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Re: [i tried again] parallax mapping on the terrain
increased the detail level i think it looks far better now
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Re: [i kindof did it] parallax mapping on the terrain
i think the mod has reaches a presentable state so ive put a download in the first post
things i might work on in the future:
-having the shadows follow the topology rather than being flat
-putting more work into the depth textures (some are quite ugly dudeldududeldu)
-implementing displacement on the silhouette of the objects (idk if i can do that)
things i might work on in the future:
-having the shadows follow the topology rather than being flat
-putting more work into the depth textures (some are quite ugly dudeldududeldu)
-implementing displacement on the silhouette of the objects (idk if i can do that)