* June 19, 2013, 11:01:05 AM
Welcome, Guest. Please login or register.
Did you miss your activation email?

Login with username, password and session length
News: Come Chat with us live! Learn how HERE!
 
   Home   Help Search Login Register  
Pages: [1]   Go Down
  Print  
Author Topic: Parallax Occlusion Mapping Tremulous' Textures  (Read 1381 times)
Shogan


Turrets: +0/-0
Posts: 23


« on: August 26, 2011, 04:14:18 PM »

I've decided to take on the task of attempting to Parallax Occlusion Map Tremulous' Textures. I don't know if I'm going to have enough time to get this to work in-game, but here we go...

Dirt 2D Texture:

Light in a darker location...

0 Polys, 0 Vertices, 0 Meshes  Cheesy

Might try inverting...

My favorite so far (basic_1_b):

Once again 0 Polys, 0 Vertices, 0 Meshes  Cheesy

Dark Water:
http://screensnapr.com/e/YAIZWP.png

Creep:
http://screensnapr.com/e/0EMfSn.png
« Last Edit: August 26, 2011, 04:30:23 PM by Shogan » Logged
vcxzet


Turrets: +18/-13
Posts: 394


« Reply #1 on: August 26, 2011, 08:46:11 PM »

Problem is, when you use it for map textures and leave the player/object models flat, it looks worse.
But good job. I hope you can succeed.
Logged
Shogan


Turrets: +0/-0
Posts: 23


« Reply #2 on: August 26, 2011, 11:28:39 PM »

Problem is, when you use it for map textures and leave the player/object models flat, it looks worse.
But good job. I hope you can succeed.


Who said I wouldn't do it for players too?
Logged
jm82792


Turrets: +9/-34
Posts: 627


« Reply #3 on: September 11, 2011, 05:58:04 AM »

No, no he is saying showing stuff on a 90 degree angle doesn't show anything.
Logged

Volt


Turrets: +66/-53
Posts: 240


« Reply #4 on: September 18, 2011, 02:16:55 PM »

Shogun there's a patch for this http://patches.mercenariesguild.net/index.php?do=details&task_id=231&project=4
have fun playing around with it.
Logged

Spiney


Turrets: +0/-1
Posts: 14


« Reply #5 on: September 29, 2011, 05:28:55 PM »

'Occlusion Queries' are something completely different from 'Parallax Occlusion Mapping'.

Occlusion meaning something that hides something else from sight.
Occlusion queries is a way to remove invisible objects from the player's viewpoint to speed up rendering.
Parallax occlusion mapping is parallax mapping where the pixels are not only offset, but can 'occlude' other pixels as well, this makes it more realistic looking.

It's also incredibly slow compared to other pixel displacement mapping methods.
For pixel displacement, cone step mapping methods converge the fastest, especially anisotropic cone mapping.
Those require at least one more texture channel though, but they can be literally a hundred times faster.
Logged
gimhael


Turrets: +70/-16
Posts: 546


« Reply #6 on: September 29, 2011, 06:23:50 PM »

Yes, that patch is incredibly outdated, on the other hand I did attempt to implement parallax mapping. However I am currently not really working on finishing parallax mapping, currently I want to implement proper dynamic lights.

Edit: Btw. parallax mapping is already declining, all the hype is on tesselation now...
Logged
your face
Community Moderators
*

Turrets: +109/-407
Posts: 3534


really your face here


WWW
« Reply #7 on: September 29, 2011, 10:32:13 PM »

Dirt 2D Texture:


eat your porridge
Logged

{NoS}Your Face
Quote from: codercon
Tremulous is probally the best freeware you will ever play. whats better then being a humman gunning down aliens or an alied killing soem humans.
(11:53:30 AM) Koragg: Oh god all channels red
Vape


Turrets: +30/-87
Posts: 248

blowurshitupmorethantayzonday


« Reply #8 on: September 30, 2011, 07:24:25 PM »

i googled porridge and that looks nothing like it. horrible observation  Turret Turret Turret
Logged

-If you think its a joke, it's like thinking that kicking a dog/shooting someone innocent in the leg is funny.
Meisseli is a dump face ... Telling that gpp have no cheat is like tell that Meisseli mother dont suck cock !!!!
Repatition


Turrets: +11/-196
Posts: 329


WWW
« Reply #9 on: September 30, 2011, 10:06:35 PM »

Looks like brown mold.....
Logged

your face
Community Moderators
*

Turrets: +109/-407
Posts: 3534


really your face here


WWW
« Reply #10 on: September 30, 2011, 10:21:22 PM »

i googled porridge and that looks nothing like it. horrible observation  Turret Turret Turret
really

you must be able to see some similarities
Logged

{NoS}Your Face
Quote from: codercon
Tremulous is probally the best freeware you will ever play. whats better then being a humman gunning down aliens or an alied killing soem humans.
(11:53:30 AM) Koragg: Oh god all channels red
Spiney


Turrets: +0/-1
Posts: 14


« Reply #11 on: October 01, 2011, 08:45:32 AM »

Btw. parallax mapping is already declining, all the hype is on tesselation now...

That also has it's own set of caveats. But hey, it's always a compromise when doing realtime stuff I guess.
To be honest, popper artist authored normal maps would go a long way already.
Worst thing Trem can do imo is to add phong or blinn to everything, without redoing the assets to work with them.

It's also not as simple as people like to think...
When you add bumpmapping in the best case your texture memory consumption doubles, but usually it's much more.
Color textures can be compressed with a 1/6 or 1/8 ratio and it looks fine mostly, but when you do it on normalmaps it turns into a pixelly mess. So either you use something like 3dc which halves the memory for them, but that's not supported on older gpus. So you can decide to limit their size, but it's still kind of stupid since you're thrown back half a decade in terms of texture resolution. Then you need to make sure the lightmapping works with it, which means rewriting stuff in the editor, engine and compiler. And unless you make everything realtime it's going to triple memory consumption for lightmaps. Making it realtime wouldn't work well mostly for people with older hardware.

If you add speculars to the bumpmaps things really start to get out of hand, all the textures which looked fine in the fixed function renderer suddenly show their age much more, because 128² textures tend to look fine when all you have is vertex diffuse lighting and bilinear filtering. When you add per pixel specular, it just looks awful most of the time. So for it to get up to todays standards you need to redo most of the texturing in high resolution, on top of the massive increase in texture memory. And that's not only problematic from a rendering point of view, but download sizes increase, artist time increases, internet bandwidth and server costs become more expensive.

And if you want to do pretty phong or blinn style speculars you quickly need color specmaps and a glossiness map.
Ofcourse then you run into the issue of shader aliasing which cannot be resolved with msaa. Plus it's kind of silly to have all pixel perfect geometry without players casting shadows. So you need shadowmapping and all. But that also has gameplay implications (e.g. you can see the shadow of the lisk sneaking up behind you, unless you have it turned off). You can ofcourse make the shadows only cast right down, kind of a improved blob shadow kind of thing.

But how viable is all that stuff when you're working with a renderer that is still stuck in 1999?
What I'm trying to say is, it's a slippery slope, every change has implications where you wouldn't expect them.
And going from fixed function rendering to per pixel lighting isn't as easy as people like to think.
Logged
Pages: [1]   Go Up
  Print  
 
Jump to:  

Powered by MySQL Powered by PHP Powered by SMF 1.1.11 | SMF © 2006-2009, Simple Machines LLC
TremPlus theme by Ingar, based on AF316 theme by Fedhog
Valid XHTML 1.0! Valid CSS!