Micket Posted March 27, 2015 Report Share Posted March 27, 2015 So I was experimenting a bit. How about normal maps on buildings (as far as I can tell, it's not the case for the (most) models right now?)What do you guys think about adding a bit of normals? 1 Quote Link to comment Share on other sites More sharing options...
Sighvatr Posted March 28, 2015 Report Share Posted March 28, 2015 I would like to see a comparison in-game picture. Quote Link to comment Share on other sites More sharing options...
Stan` Posted March 28, 2015 Report Share Posted March 28, 2015 Hey Micket did you enable manually the advanced graphics options by setting material quality in the user.cfg ? Otherwise you wont see normals(parrallax) in game. Actually according to Enrique rome is one of the civ which has a good bump.... The celt though...doesn'tEnrique submitted the file he used to bake the bump in the art source. 1 Quote Link to comment Share on other sites More sharing options...
Micket Posted March 28, 2015 Author Report Share Posted March 28, 2015 I seeYes, most of the roman textures have this already. I can't find the file that Enrique baked from though (I would like to take a look), since there are way to many files to just go around blindly.(b.t.w the texture is up-side-down on this rounded part:Celts seems to have some. But the structures doesn't really fit well with a normal map.I guess I'm not sure what I should be modeling. Adding another animal probably won't really take the graphics to the next level. 2 Quote Link to comment Share on other sites More sharing options...
Stan` Posted March 28, 2015 Report Share Posted March 28, 2015 You could try modelling the wonders I made a texture for the gaul wonder if you want there is the pers wonder (gate of all nation) ( Or the athena partenos statue) (Temple of capitoline jupiter)Look at this file http://trac.wildfiregames.com/browser/art_source/trunk/art/textures/skins/structural/china/blendsIt was for the china mod(forgot to tell you) but it should give you some clues There will be a pers blend file dont know enriques eta on this though.Lastly for gaul wonder refs.http://wildfiregames.com/forum/index.php?showtopic=19465Hope it helps. Quote Link to comment Share on other sites More sharing options...
niektb Posted March 28, 2015 Report Share Posted March 28, 2015 Otherwise you can always take a look at mods (I know some projects that could use some 3D models ) Quote Link to comment Share on other sites More sharing options...
Enrique Posted March 28, 2015 Report Share Posted March 28, 2015 Roman set normalmap is not derived from geometry. It was made from the diffuse with a normalmap generator except the roof which was painted by hand by someone on the team (and made a good work I think)Yes that round roof part seems to be weird mapped.Micket you're free to improve the normalmap of any set you think you can improve. Also take a look at the seleucid set... it is still unfinished, or buildings like the roman wood dropsite could have an upgrade Quote Link to comment Share on other sites More sharing options...
niektb Posted March 28, 2015 Report Share Posted March 28, 2015 [...]Yes that round roof part seems to be weird mapped.[...]http://trac.wildfiregames.com/ticket/3119 Quote Link to comment Share on other sites More sharing options...
Micket Posted March 28, 2015 Author Report Share Posted March 28, 2015 Enrique: But where is that existing heightmap? I tried browsing the SVN, and tried a bunch of files, but I didn't find it.I'm pretty sure the reason isn't ticket 3119. It's a twofold problem:1. the rounded part have more geometry, V-shaped patterns, and the heightmap/normalmap is fitted for the flat surface.2. The UV coordinates are not set correctly on that section (they are upsidedown, but that's not th actually the only problem)Fixing 2 should be enough to stop it from looking strange: see example here (with just the diffuse map) Quote Link to comment Share on other sites More sharing options...
Stan` Posted March 28, 2015 Report Share Posted March 28, 2015 Rome_struc_norm ? Quote Link to comment Share on other sites More sharing options...
Enrique Posted March 28, 2015 Report Share Posted March 28, 2015 The heightmap used in the engine is the alpha layer of the normalmap. You may be able to get it using gimp or photoshop. For the roof problem you may try using three quads instead of two (for each tile column) to make it more rounded and less pointy to the eyes. 1 Quote Link to comment Share on other sites More sharing options...
Micket Posted March 29, 2015 Author Report Share Posted March 29, 2015 Actually guys. exactly which file is it: http://trac.wildfiregames.com/browser#art_source/trunk/art/textures/skins/structural/romansI can't find it. Should I even be looking here?Regarding the model:More quads are really not necessary. Just rotating the UV coords more or less solves that problem. There are actually 4 quads already, 2 of them are just very tiny (and unneccessary if you ask me).I fixed it (at least i think it looks great) in the example above, without adding any quads and just changing the UV.There are also a few other details on that UV-mapping I think could use some work. The triangles underneath the V-shapes are 1 Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted March 29, 2015 Report Share Posted March 29, 2015 Tweaking models is good practice and gets Micket involved, so that is definitely worthwhile. More Micket the better for the art. Quote Link to comment Share on other sites More sharing options...
Stan` Posted March 29, 2015 Report Share Posted March 29, 2015 Depends on what you are looking for, Micket.If you want the current textures http://trac.wildfiregames.com/browser/ps/trunk/binaries/data/mods/public/art/textures/skins/structuralrome_struct.png rome_struct_2.png rome_struct_2_spec.png rome_struct_arch.dds rome_struct_arch_norm.png rome_struct_arch_spec.png rome_struct_norm.png rome_struct_spec.png 1 Quote Link to comment Share on other sites More sharing options...
Micket Posted March 30, 2015 Author Report Share Posted March 30, 2015 Thanks. I was assuming they were located in the art source.I worked a bit with the rome_struct_norm.png, a made some detailed improvements.Since there are no distances between different sections, applying the normal map plugin in Gimp (and probably the same in photoshop) will create normal ridges around edges where one sub-texture end.I avoided this by doing a lot of manual copying. This workflow was pretty time consuming, and, unfortunately, if one wants to change something it's quite a bit of work.The blend files I've seen for the other textures would be a much more scalable/modular way of composing these packed diffuse/normal/height-maps. Quote Link to comment Share on other sites More sharing options...
Enrique Posted March 30, 2015 Report Share Posted March 30, 2015 Thanks Micket, I'll check when I come back from traveling 1 Quote Link to comment Share on other sites More sharing options...
Micket Posted March 30, 2015 Author Report Share Posted March 30, 2015 I got the other rome struct normmap as well, but it was to big to upload here. Quote Link to comment Share on other sites More sharing options...
Enrique Posted April 1, 2015 Report Share Posted April 1, 2015 I got the other rome struct normmap as well, but it was to big to upload here.Feel free to zip it up or upload it elsewhere and I'll commit both. I've checked the one you posted and it helps on the seams of the parts of the texture that are being used tiling. Quote Link to comment Share on other sites More sharing options...
Wijitmaker Posted April 1, 2015 Report Share Posted April 1, 2015 Micket, this might be some fun reading for you if you haven't read it before. This was the path to getting normal maps implemented in the game by myconid a few years ago.http://wildfiregames.com/forum/index.php?showtopic=16022 Quote Link to comment Share on other sites More sharing options...
Micket Posted April 3, 2015 Author Report Share Posted April 3, 2015 Using this diffuse map, parallax won't look good at the seams. It would have needed to have a bit of padding around the edges of each texture piece, but that would also waste texture space. A single tiling texture would have been best for this. Perhaps future OpenGL will remove the need to construct these texture-atlases (which would certainly be a blessing to us art-devs).Then again, parallax is kind of overkill for this game (you got to soom way in so even see it). Normal maps should be fine.So, since texture atlases are bound to stick around for quite some time, I would recommend that these texture include a bit of padding around each texture in the future. When scaling they smear together, and producing normal maps are a PITA, and parallax occlusion won't look good.. all due to the lack of padding (it would waste a bit of texture space, but it's worth that cost).I'm working on removing the baked shadows in the diffuse texture now, side by side comparison so far: 2 Quote Link to comment Share on other sites More sharing options...
Stan` Posted April 3, 2015 Report Share Posted April 3, 2015 In the config option you can set the view distance. Quote Link to comment Share on other sites More sharing options...
Micket Posted April 3, 2015 Author Report Share Posted April 3, 2015 Well.. this was as tedious as it could ever be, but at least it's more or less done now 3 Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted April 3, 2015 Report Share Posted April 3, 2015 That looks good Micket. Will help make the rooftiles look better. Notice that the Greek rooftile is same texture, just browner color. Save some time. Quote Link to comment Share on other sites More sharing options...
Micket Posted April 4, 2015 Author Report Share Posted April 4, 2015 Alright, I'l have a look at those next.I'm done with this texture (for now!) 3 Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted April 4, 2015 Report Share Posted April 4, 2015 Normal map/parallax map rendering really needs fixed. Can't make good screenshots when so ugly/bug.Good job on texture micket. 1 Quote Link to comment Share on other sites More sharing options...
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