[TEST] High Resolution Terrain Textures

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TheLacus
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Re: [TEST] High Resolution Terrain Textures

Post by TheLacus » Wed Jan 15, 2020 10:18 pm

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
df_terrain_tile_1.png (1.18 MiB) Viewed 198 times
df_terrain_tile_2.png
df_terrain_tile_2.png (441.71 KiB) Viewed 198 times
df_terrain_tile.png
df_terrain_tile.png (564.65 KiB) Viewed 198 times
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King of Worms
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Re: [TEST] High Resolution Terrain Textures

Post by King of Worms » Thu Jan 16, 2020 9:28 am

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!

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TheLacus
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Re: [TEST] High Resolution Terrain Textures

Post by TheLacus » 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.
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DigitalMonk
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Re: [TEST] High Resolution Terrain Textures

Post by DigitalMonk » Thu Jan 16, 2020 3:49 pm

Well, damn... Now I'm spoiled. The water looks so good that I want it to be animated now...

Beautiful work!

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King of Worms
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Re: [TEST] High Resolution Terrain Textures

Post by King of Worms » 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..

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TheLacus
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Re: [TEST] High Resolution Terrain Textures

Post by TheLacus » Thu Jan 16, 2020 5:44 pm

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.
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King of Worms
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Re: [TEST] High Resolution Terrain Textures

Post by King of Worms » 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 :)

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Re: [TEST] High Resolution Terrain Textures

Post by Midknightprince » Fri Jan 17, 2020 2:07 am

Holy freaking (cuss word), holy freaking (cuss word)...
Awe this is gonna be sweet !
Check out my YouTube Channel!

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TheLacus
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Re: [TEST] High Resolution Terrain Textures

Post by TheLacus » Fri Jan 17, 2020 3:21 pm

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...
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