GoldenEye: Source Forums

  • November 27, 2024, 12:20:40 pm
  • Welcome, Guest
Advanced search  

News:

Pages: [1]   Go Down

Author Topic: Heightmaps anyone???  (Read 12572 times)

0 Members and 1 Guest are viewing this topic.

[Rhymenoceros]

  • Secret Agent
  • **
  • Posts: 57
  • Reputation Power: 0
  • [Rhymenoceros] is looked down upon.
  • Offline Offline
    • heh...
Heightmaps anyone???
« on: February 12, 2009, 03:38:03 am »

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.
Logged
I'm so cool that I has negative rep.
And my graphics are so bad that I has wallhax.

Ryan [Saiz]

  • Retired Developer
  • 007
  • ****
  • Posts: 1,709
  • Reputation Power: 0
  • Ryan [Saiz] is looked down upon.
  • Offline Offline
    • My Site
Re: Heightmaps anyone???
« Reply #1 on: February 12, 2009, 03:41:49 am »

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.
Logged
Quote from: Loafie, Hero of Dreams
He's kind of like a tornado. He's not around all the time, but when he is, shit gets moved hahaha

Jonathan [Spider]

  • Retired Lead Developer
  • 007
  • *
  • Posts: 1,740
  • Reputation Power: 1
  • Jonathan [Spider] has no influence.
  • Offline Offline
    • Jonathan Scott Art
Re: Heightmaps anyone???
« Reply #2 on: February 12, 2009, 03:45:18 am »

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.
Logged
Fonfa
"making out with ugly girls builds character"
"getting the ugly girls then the pretty ones makes you feel like leveling up in an rpg game"

SLX- i'm having a problem
Spider2544 - if you need me to bury a hooker, i can be there in 20 mins with my shovel
SLX - bring condoms

[Rhymenoceros]

  • Secret Agent
  • **
  • Posts: 57
  • Reputation Power: 0
  • [Rhymenoceros] is looked down upon.
  • Offline Offline
    • heh...
Re: Heightmaps anyone???
« Reply #3 on: February 12, 2009, 03:46:52 am »

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.
Logged
I'm so cool that I has negative rep.
And my graphics are so bad that I has wallhax.

Ryan [Saiz]

  • Retired Developer
  • 007
  • ****
  • Posts: 1,709
  • Reputation Power: 0
  • Ryan [Saiz] is looked down upon.
  • Offline Offline
    • My Site
Re: Heightmaps anyone???
« Reply #4 on: February 12, 2009, 03:52:56 am »

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.
Logged
Quote from: Loafie, Hero of Dreams
He's kind of like a tornado. He's not around all the time, but when he is, shit gets moved hahaha

[Rhymenoceros]

  • Secret Agent
  • **
  • Posts: 57
  • Reputation Power: 0
  • [Rhymenoceros] is looked down upon.
  • Offline Offline
    • heh...
Re: Heightmaps anyone???
« Reply #5 on: February 12, 2009, 03:53:58 am »

^lolz 'specially on a crappy computer like mine

I didn't know they were that taxing
Logged
I'm so cool that I has negative rep.
And my graphics are so bad that I has wallhax.

Ryan [Saiz]

  • Retired Developer
  • 007
  • ****
  • Posts: 1,709
  • Reputation Power: 0
  • Ryan [Saiz] is looked down upon.
  • Offline Offline
    • My Site
Re: Heightmaps anyone???
« Reply #6 on: February 12, 2009, 03:55:14 am »

Its not just a pc its just source engine isn't great or designed to be doing them and it really taxes resources.
Logged
Quote from: Loafie, Hero of Dreams
He's kind of like a tornado. He's not around all the time, but when he is, shit gets moved hahaha

[Rhymenoceros]

  • Secret Agent
  • **
  • Posts: 57
  • Reputation Power: 0
  • [Rhymenoceros] is looked down upon.
  • Offline Offline
    • heh...
Re: Heightmaps anyone???
« Reply #7 on: February 12, 2009, 04:02:45 am »

idc, heightmaps was just an idea

I just <3 the way they lookz
Logged
I'm so cool that I has negative rep.
And my graphics are so bad that I has wallhax.

Konrad Beerbaum

  • Retired Lead Developer
  • 007
  • *
  • Posts: 1,343
  • Reputation Power: 1
  • Konrad Beerbaum has no influence.
  • Offline Offline
    • Konrad Beerbaum Online Portfolio
Re: Heightmaps anyone???
« Reply #8 on: February 12, 2009, 04:34:19 am »

Wait, I'm confused.  How the heck did you guys get to parallax mapping?  Height maps are just a black and white map.  The most common use is to use them to create a bump map.  You can also use a height map and a normal map to create a parallax map, but that is a completely different thing. 

We use normal maps on a lot of our props.  Normal maps are a more complex version of bump maps, and look a lot better.  As we go through and polish up the mod, we might redo those textures you are talking about and add normal maps to them if they really need them. 
« Last Edit: February 12, 2009, 04:38:54 am by Konrad Beerbaum »
Logged
Konrad Beerbaum: Environment Artist
http://www.konradbeerbaum.com

kraid

  • Game Artist
  • 007
  • *****
  • Posts: 1,984
  • Reputation Power: 191
  • kraid is awe-inspiring!kraid is awe-inspiring!kraid is awe-inspiring!kraid is awe-inspiring!kraid is awe-inspiring!kraid is awe-inspiring!kraid is awe-inspiring!kraid is awe-inspiring!kraid is awe-inspiring!kraid is awe-inspiring!kraid is awe-inspiring!kraid is awe-inspiring!
  • Offline Offline
    • my Homepage
Re: Heightmaps anyone???
« Reply #9 on: February 12, 2009, 10:53:23 am »

A while ago i did some testing with a paralax shadder the guys at RE Twilight did.
Well it worked till i tried it in a real map.
The reason for this:
While compiling all world textures have to be LightmappedGeneric or it won't work.
But for the shadder to work it needs to be MN_PrlxLightmappedGeneric.
Changing something on a world texture after compiling is a very bad idea.
For me it fucked up all the lightmaps in the map i tested.
Sometimes the map will crash on startup too. (like when i enabled the normalmap for the snow in runway without having it compiled again)
IMO it doesn't really add something to the game, would decrease the playability of it and has some graphical disadvantages too.
like when you shoot a parallax mapped surface, the bullethole decal will stay on the original surface only the texture itself will be deformed, so it seems the bulletholes are hovering in front of it.
I think that's why valve never included the parallax mapping in the Games they made.
Logged

engineer

  • Retired Developer
  • Secret Agent
  • **
  • Posts: 131
  • Reputation Power: 0
  • engineer has no influence.
  • Offline Offline
Re: Heightmaps anyone???
« Reply #10 on: February 12, 2009, 11:16:25 am »

L4D's iteration of the Source engine solved this with self-shadowing normal maps. They work well enough and don't rape FPS as much as heightmaps tend to.
Logged
Quote from: basstronix
If sounds had taste, those explosions would taste like bacon.  I love it.

Loafie, Hero of Dreams

  • Retired Lead Developer
  • GE:S Fanatic
  • *
  • Posts: 4,066
  • Reputation Power: 1
  • Loafie, Hero of Dreams has no influence.
  • Offline Offline
Re: Heightmaps anyone???
« Reply #11 on: February 12, 2009, 11:28:23 am »

sucks source didn't work in parallax as well as they could have, cause damn it's beautiful
Logged
maps in production: ge_temple maps released: ge_caves, ge_complex, ge_complex_classic
Quote
Loafie, Hero of Dreams is watching Big Love
fourtecks: you are watching basstronix?

Jonathan [Spider]

  • Retired Lead Developer
  • 007
  • *
  • Posts: 1,740
  • Reputation Power: 1
  • Jonathan [Spider] has no influence.
  • Offline Offline
    • Jonathan Scott Art
Re: Heightmaps anyone???
« Reply #12 on: February 12, 2009, 09:37:23 pm »

L4D's iteration of the Source engine solved this with self-shadowing normal maps. They work well enough and don't rape FPS as much as heightmaps tend to.

if we can get self shadowed normal maps in that's something i would totally consider wanting to put in.
Logged
Fonfa
"making out with ugly girls builds character"
"getting the ugly girls then the pretty ones makes you feel like leveling up in an rpg game"

SLX- i'm having a problem
Spider2544 - if you need me to bury a hooker, i can be there in 20 mins with my shovel
SLX - bring condoms

engineer

  • Retired Developer
  • Secret Agent
  • **
  • Posts: 131
  • Reputation Power: 0
  • engineer has no influence.
  • Offline Offline
Re: Heightmaps anyone???
« Reply #13 on: February 13, 2009, 09:29:20 am »

If this can be replicated via shaders in the OB engine, it would be AWESOME.
Logged
Quote from: basstronix
If sounds had taste, those explosions would taste like bacon.  I love it.

kraid

  • Game Artist
  • 007
  • *****
  • Posts: 1,984
  • Reputation Power: 191
  • kraid is awe-inspiring!kraid is awe-inspiring!kraid is awe-inspiring!kraid is awe-inspiring!kraid is awe-inspiring!kraid is awe-inspiring!kraid is awe-inspiring!kraid is awe-inspiring!kraid is awe-inspiring!kraid is awe-inspiring!kraid is awe-inspiring!kraid is awe-inspiring!
  • Offline Offline
    • my Homepage
Re: Heightmaps anyone???
« Reply #14 on: February 13, 2009, 11:10:32 am »

good idea, since they have no decrase in performance compared to regular normalmaps.
The only drawback, they are harder to do.
Logged
Pages: [1]   Go Up