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Templars Tweaked Shaders - Discussion/Help

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  04:26:51  9 May 2014
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templargfx
(Novice)
 
On forum: 05/08/2014
Messages: 28
Templars Tweaked Shaders - Discussion/Help

Please post any questions, requests or comments here.


Download Thread :
https://www.gsc-game.com/main.php?t=community&s=forums&s_game_type=xr&thm_page=1&thm_id=22802&sec_id=17
  15:53:27  18 May 2014
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templargfx
(Novice)
 
On forum: 05/08/2014
 

Message edited by:
templargfx
05/18/2014 16:29:22
Messages: 28
I decided to go whole hog, and have spent the last few days fixing the displacement maps for all the textures in LURK.

The result is to be frank astonishing! The game looks entirely different with properly calibrated height data.

Parallax Offset at 0.02 with no "contrast_coef" modifications

Dirt/Rock Floor
http://steamcommunity.com/sharedfiles/filedetails/?id=261134024
Agrapom Underground
http://steamcommunity.com/sharedfiles/filedetails/?id=261122274
Agrapom Underground
http://steamcommunity.com/sharedfiles/filedetails/?id=261122300
Brick Bunker
http://steamcommunity.com/sharedfiles/filedetails/?id=261134001
The brick wall
http://steamcommunity.com/sharedfiles/filedetails/?id=261134060
Iron Roofing
http://steamcommunity.com/sharedfiles/filedetails/?id=261134087
Cracked Wall
http://steamcommunity.com/sharedfiles/filedetails/?id=261134112
Agrapom Tiles
http://steamcommunity.com/sharedfiles/filedetails/?id=261134139
Strelok's hideout
http://steamcommunity.com/sharedfiles/filedetails/?id=261134193


This is what happens when I incorrectly fix a texture!
http://steamcommunity.com/sharedfiles/filedetails/?id=261134169

Before I release a download for people, I am looking for working bump# files for the textures in VEH folder. All the mods I have tried (SMP, AA2, LURK, ZRP) are corrupt (for some textures) according to gimp. There are a few other textures that are missing maps I want to create also, but first I need to figure out the other channels do!



What I did was run a manual level filter over each bump# alpha channel in GIMP. I went with the idea that textures would fall into 25%, 50%, 75% 100% depth categories and ensured the hieghest point on the map was white. Textures like peeling plaster are 25% offset, while some bricks and rocky grounds are 50-100%.
  03:47:16  20 May 2014
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templargfx
(Novice)
 
On forum: 05/08/2014
 

Message edited by:
templargfx
05/20/2014 5:12:03
Messages: 28
I have uploaded a texture pack for everyone to try in the download thread (link in OP)


EDIT

Rejoice! I just found a pack with alot of the missing/corrupted parallax files in it. I will convert these tonight!
  19:53:24  20 May 2014
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Daemonion
All About Audio
(Resident)

 

 
On forum: 09/27/2011
 

Message edited by:
Daemonion
05/20/2014 19:54:37
Messages: 567
These look pretty cool. You still need the textures for the VEH folder?
  00:42:51  21 May 2014
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templargfx
(Novice)
 
On forum: 05/08/2014
 

Message edited by:
templargfx
05/21/2014 6:15:04
Messages: 28

---QUOTATION---
These look pretty cool. You still need the textures for the VEH folder?
---END QUOTATION---



negative. Unless you happen to have ones that have been hand-painted!

I spent about 8 hours yesterday working on the vehicle textures. Unfortunately I am no texture artist, and these textures need some serious work on them.

I have modified them in such a way as to make the best of what came with the game, but custom textures are really needed for them! Here are some pics!

The Trains have proper, hand-crafted parallax maps and so look FANTASTIC :
http://steamcommunity.com/sharedfiles/filedetails/?id=261756190
http://steamcommunity.com/sharedfiles/filedetails/?id=261756198
http://steamcommunity.com/sharedfiles/filedetails/?id=261947586
http://steamcommunity.com/sharedfiles/filedetails/?id=261947596


Here is a great example of the problem. In order to get this to not warp like crazy, most of the surface detail was wiped out
http://steamcommunity.com/sharedfiles/filedetails/?id=261947570

And the oddest of all :
http://steamcommunity.com/sharedfiles/filedetails/?id=261947632

This vehicle looks awesome here, but there are others which are on their side or damaged, and the textures are warped everywhere quite badly. they don't even line up!

another "vehicle"
http://steamcommunity.com/sharedfiles/filedetails/?id=261756232

A box
http://steamcommunity.com/sharedfiles/filedetails/?id=261947615

Tiled glass window
http://steamcommunity.com/sharedfiles/filedetails/?id=261756209

Lotsa Rocks
http://steamcommunity.com/sharedfiles/filedetails/?id=261756281

Room
http://steamcommunity.com/sharedfiles/filedetails/?id=261756272

Wall Tiles
http://steamcommunity.com/sharedfiles/filedetails/?id=261756251

Machinery
http://steamcommunity.com/sharedfiles/filedetails/?id=261756255

Roof Tar
http://steamcommunity.com/sharedfiles/filedetails/?id=261756265





--EDIT--

I have finally successfully added parallax mapping to a texture that had no maps!

http://steamcommunity.com/sharedfiles/filedetails/?id=262006324

Its a little rough, but for a first try it came out pretty good! Now its time to make some textures for those that have no parallax!
  10:57:51  21 May 2014
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Meltac
messing with code
(Resident)

 

 
On forum: 01/21/2010
 

Message edited by:
Meltac
05/21/2014 10:58:21
Messages: 1519
Hey, really good job, mate! Those parallaxed textures look just great

But, are you going to say that this 3-dimensional output is the result of the parallaxing only, and the surface of the mesh itself would actually be flat?


---QUOTATION---
The Trains have proper, hand-crafted parallax maps and so look FANTASTIC :
http://steamcommunity.com/sharedfiles/filedetails/?id=261756190
http://steamcommunity.com/sharedfiles/filedetails/?id=261756198
http://steamcommunity.com/sharedfiles/filedetails/?id=261947586
http://steamcommunity.com/sharedfiles/filedetails/?id=261947596

---END QUOTATION---

  11:36:33  21 May 2014
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templargfx
(Novice)
 
On forum: 05/08/2014
Messages: 28

---QUOTATION---
Hey, really good job, mate! Those parallaxed textures look just great

But, are you going to say that this 3-dimensional output is the result of the parallaxing only, and the surface of the mesh itself would actually be flat?

---END QUOTATION---



Crazy huh!

There is Model and Parralax at work here but by far mostly parallax. A comparison for you :

No Parallax Mapping
http://steamcommunity.com/sharedfiles/filedetails/?id=262042963
the door is just a cube, as are the beams, everything is flat

With Parallax Mapping (0.017)
http://steamcommunity.com/sharedfiles/filedetails/?id=262042955
Now there are new details everywhere!

With Parallax Mapping (0.04)
http://steamcommunity.com/sharedfiles/filedetails/?id=262043259
Really highlights what is parallax, but looks terrible

Rear end (0.04)
http://steamcommunity.com/sharedfiles/filedetails/?id=262043266
This is entirely flat without parallax mapping (the coupling thing is a model obviously)
  12:13:54  21 May 2014
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Meltac
messing with code
(Resident)

 

 
On forum: 01/21/2010
 

Message edited by:
Meltac
05/21/2014 12:14:36
Messages: 1519
Holy me! I wasn't aware that parallaxing alone has this much of an impact

So am I right that the modifications you've done recently on the topic are basically texture changes rather than modifications in the shader code? And what is that number in the brackets you are referring to?
  13:18:48  21 May 2014
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LoNer1
Настоящий Cталкер, Русская Версия
(Resident)

 

 
On forum: 10/23/2009
Messages: 1890
Awesome shaders, but the bloom ruins it for me.

I think with shader showcases you should diminish everything else, because you're trying to show improvements over vanilla stuff but -to me- the bloom puts me off from looking at the pics.

Impressive what you've done, but the "vaseline on a camera lens" thought comes to mind here.

Just some of my input, keep going like this. I would love to see this in combination with a good weather mod and PRZ2!

  13:33:20  21 May 2014
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templargfx
(Novice)
 
On forum: 05/08/2014
 

Message edited by:
templargfx
05/21/2014 13:37:17
Messages: 28

---QUOTATION---
Holy me! I wasn't aware that parallaxing alone has this much of an impact

So am I right that the modifications you've done recently on the topic are basically texture changes rather than modifications in the shader code? And what is that number in the brackets you are referring to?
---END QUOTATION---



The number in the brackets is the PARALLAX_OFFSET value for Sky4ce's Parallax Shader.

Completely correct, implementing the a pseudo level filter into the shader meant learning how it worked and reading alot of papers on parallax mapping techniques. Sky4ce's implementation is a clever form of steep parallax. instead of projecting both inwards and outwards, it only projects inwards, yet uses a standard height map where white is 0% depth and black is 100% depth.

I put the level filter into the shader to replace the CONTRAST_COEF values that Sky4ce used to adjust the vanilla heightmaps to work with his shader. This was so that the odd texture with normalized heightmaps were used better.

You get much better parallax mapping just using the new shader, but I wanted better results, and the only way that was to happen was with fixed textures! A complete set of fixed textures actually means I dont use the level filter at all LOL. but its nice its there


---QUOTATION---
Awesome shaders, but the bloom ruins it for me.

I think with shader showcases you should diminish everything else, because you're trying to show improvements over vanilla stuff but -to me- the bloom puts me off from looking at the pics.

Impressive what you've done, but the "vaseline on a camera lens" thought comes to mind here.

Just some of my input, keep going like this. I would love to see this in combination with a good weather mod and PRZ2!


---END QUOTATION---



The bloom is courtesy of LURK. I am still trying to figure out how to get rid of it. Its not shader based. they have 3 special scripts running in realtime that control a whole bunch of engine variables constantly. I reduced it by turning off the stuff seemingly related to bloom, but its still there.

http://steamcommunity.com/sharedfiles/filedetails/?id=259434725
This is the same shader set, but running in AA2. Here it is using the AA2 textures, adjusted with the level filter.
No bloom!
 
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