Debriefing > Impressions & Feedback
Heightmaps anyone???
[Rhymenoceros]:
I don't know much about heightmaps, how to make them or anything, but I once read this tut on fpsb about them and I think some of the textures in ges could use them.
A great example would be the texture of the walls of the vent above the bathroom.(Starting location of Facility in original)
I can't think of any other textures that I noticed needed heightmaps, but the facility vent one stuck in my mind.
Ryan [Saiz]:
That goes along the lines of parallax shadering and is still very taxing on graphics. This will limit even more players that can play our mod. We have made sure all our models and textures are opimized and to the point almost anyone can play our mod. But our transition to the orange box did raise the requirements a bit.
Jonathan [Spider]:
as cool as parallax mapping can be its a total beast when it comes to resources on a computer. theres a few bad ass techniques that are coming out for normal mapping that do full on displacement which we will see for direct X 11. but HL2 isn't really built for those kinds of uber graphics so we are just going to keep it simple hehe.
[Rhymenoceros]:
I don't think it would really tax performance that badly if you just made a few. (1-2 a map wouldn't be too bad I think)
But that one texture in facility just bugged me, although in original ge it's worse lol.
Ryan [Saiz]:
If you look directly at a parallax map in source your fps drops to about 10 fps and if you are in a vent with about 12 in your face good luck getting out.
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