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Re: [TEST] High Resolution Terrain Textures

Posted: Wed Jan 15, 2020 10:18 pm
by TheLacus
Wait, i'm not manually drawing normal maps! Daggerfall terrain is composed of a few tiles with a single material and many others for transition (i.e. half grass half stones). What i'm doing is making masks that covers the appropriate portion of the resulting texture, trying to make sure that they have the same general pattern as the classic textures and tiles correctly.

Spoiler!
Image
df_terrain_tile_1.png
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df_terrain_tile_2.png
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df_terrain_tile.png
df_terrain_tile.png (564.65 KiB) Viewed 956 times

Re: [TEST] High Resolution Terrain Textures

Posted: Thu Jan 16, 2020 9:28 am
by King of Worms
What I see in the image is a standard normal map. I dont understand what you describe here, eventho I would ŕeally love to.
Care to elaborate more on what is different with your approach than taking each tile and creating a normal map from it?
Id like to have this additional layer of detail on my terrain textures ;) Thank you!

Re: [TEST] High Resolution Terrain Textures

Posted: Thu Jan 16, 2020 3:17 pm
by TheLacus
As I said I used layer masks to make transitions (ie grass to stones) for both color maps and normal maps. There is no special trick, you need to make sure that everything tiles correctly. Unfortunately often all this work is invalidated by bad positioning in game...


Anyway, I finished uploading .dfmod builds for all OSes. They can be found here.

Re: [TEST] High Resolution Terrain Textures

Posted: Thu Jan 16, 2020 3:49 pm
by DigitalMonk
Well, damn... Now I'm spoiled. The water looks so good that I want it to be animated now...

Beautiful work!

Re: [TEST] High Resolution Terrain Textures

Posted: Thu Jan 16, 2020 5:40 pm
by King of Worms
TheLacus wrote: Thu Jan 16, 2020 3:17 pm As I said I used layer masks to make transitions (ie grass to stones) for both color maps and normal maps. There is no special trick, you need to make sure that everything tiles correctly. Unfortunately often all this work is invalidated by bad positioning in game...


Anyway, I finished uploading .dfmod builds for all OSes. They can be found here.

Well my base textures tile perfectly. When I make normal maps from them, its a mess. Because they all have different strength apparently.

When you make a normal map from grass, and than u use the same settings for a tile with grass and stones, the grass will have different strength on this tile than on a "grass only" tile. Also, the normal maps on the terrain never worked resulting in very harsh terrain at the distance.

I doubt anyone can recreate it according to that explanation..

Re: [TEST] High Resolution Terrain Textures

Posted: Thu Jan 16, 2020 5:44 pm
by TheLacus
King of Worms wrote: Thu Jan 16, 2020 5:40 pm
TheLacus wrote: Thu Jan 16, 2020 3:17 pm As I said I used layer masks to make transitions (ie grass to stones) for both color maps and normal maps. There is no special trick, you need to make sure that everything tiles correctly. Unfortunately often all this work is invalidated by bad positioning in game...


Anyway, I finished uploading .dfmod builds for all OSes. They can be found here.

Well my base textures tile perfectly. When I make normal maps from them, its a mess. Because they all have different strength apparently.

When you make a normal map from grass, and than u use the same settings for a tile with grass and stones, the grass will have different strength on this tile than on a "grass only" tile. Also, the normal maps on the terrain never worked resulting in very harsh terrain at the distance.

I doubt anyone can recreate it according to that explanation..
This is exactly what is was trying to explain to you. I didn't make color maps with masking and then run a tool on them. I made BOTH color and normal maps with masking.

Re: [TEST] High Resolution Terrain Textures

Posted: Thu Jan 16, 2020 5:58 pm
by King of Worms
Hmm now I can imagine how to do it.. thats painful :)
Nice results and idea indeed. Thank you. I pray u make all terrain types :)

Re: [TEST] High Resolution Terrain Textures

Posted: Fri Jan 17, 2020 2:07 am
by Midknightprince
Holy freaking (cuss word), holy freaking (cuss word)...
Awe this is gonna be sweet !

Re: [TEST] High Resolution Terrain Textures

Posted: Fri Jan 17, 2020 3:21 pm
by TheLacus
King of Worms wrote: Thu Jan 16, 2020 5:58 pm Hmm now I can imagine how to do it.. thats painful :)
Nice results and idea indeed. Thank you. I pray u make all terrain types :)
Yes, i had to make masks for the main textures so i it wasn't an issue to re-use them for normal maps. Making them for already existing textures is doable but is something i would be less enthusiast to do...

Re: High Resolution Terrain Textures

Posted: Sun Jan 26, 2020 10:26 pm
by TheLacus
Released version 0.2.0 with textures for swamp terrain.

Screenshot (171).png
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