
Detail texture splatting is ready!
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- 1v0ry_k1ng
- Posts: 4656
- Joined: 10 Mar 2006, 10:24
Re: Detail texture splatting is ready!
ok behe now all you need to do is retexture comet redux and dsd with your uberskills, and the whole community will be able to enjoy this beauty 

Re: Detail texture splatting is ready!
Why not texture some new maps instead.1v0ry_k1ng wrote:ok behe now all you need to do is retexture comet redux and dsd with your uberskills, and the whole community will be able to enjoy this beauty
Older maps have their own feel, which would be totally changed with a retexture. And its not like those maps are some holy grail of great gameplay compared to other maps.
Re: Detail texture splatting is ready!
http://buildbot.eat-peet.net/spring/ins ... ae5145.exe
This build can be used for testing.
This build can be used for testing.
Re: Detail texture splatting is ready!
words fail to grasp the awesomeness of this.
Beherit singelhandedly emptys the mtr of the featurerequest thread.
4 Detailtexture handed over, i will put them to good use.
thx beherit
Beherit singelhandedly emptys the mtr of the featurerequest thread.
4 Detailtexture handed over, i will put them to good use.
thx beherit
Re: Detail texture splatting is ready!
I've gotten a chance to test this. Works well on ATi, although there are a lot of other things broken ATM.
A couple of notes about how to use it might be useful:
1. It's exceedingly important that the light direction portrayed in the detailtex matches the lighting of the map. Really, really makes a difference. So you probably want to start with a grayscale and treat it as a heightmap, then light with Emboss or other techniques.
2. While you can use DDS, you will regret it if you do. DDS can't compress well with this approach, because you're using a lot of every color channel.
3. Avoiding noise is hard. Distinctive shapes, on the other hand, point towards tiling.
While this is a major improvement over having only one detail tex, I'm still thinking there's room for improvement.
On light-colored surfaces like sand, this is really cool... on darker ones, it seems like no matter how high I set the multiplier, I don't see a lot of contrast created- it seems to be driving values downwards, but not upwards. I'm reading over the SMFFragProg.glsl to figure out what's going wrong.
A couple of notes about how to use it might be useful:
1. It's exceedingly important that the light direction portrayed in the detailtex matches the lighting of the map. Really, really makes a difference. So you probably want to start with a grayscale and treat it as a heightmap, then light with Emboss or other techniques.
2. While you can use DDS, you will regret it if you do. DDS can't compress well with this approach, because you're using a lot of every color channel.
3. Avoiding noise is hard. Distinctive shapes, on the other hand, point towards tiling.
While this is a major improvement over having only one detail tex, I'm still thinking there's room for improvement.
On light-colored surfaces like sand, this is really cool... on darker ones, it seems like no matter how high I set the multiplier, I don't see a lot of contrast created- it seems to be driving values downwards, but not upwards. I'm reading over the SMFFragProg.glsl to figure out what's going wrong.
Re: Detail texture splatting is ready!
1-2 couldnt have said it better.
3.Its easy to to break up even large distinctive shapes this way: use noise in the splatmap :)
4. All constructive input is appreciated
5. Dunno, the math is pretty simple, should show up on dark just fine- unless the avg brightness of the detail texture is below 127 (0.5).
It helps to center the histogram of each dtex channel around 0.5 - or increase if its getting overlayed on dark, and decrease if overlayed on light (but just a tiny bit above and below 0.5)
3.Its easy to to break up even large distinctive shapes this way: use noise in the splatmap :)
4. All constructive input is appreciated
5. Dunno, the math is pretty simple, should show up on dark just fine- unless the avg brightness of the detail texture is below 127 (0.5).
It helps to center the histogram of each dtex channel around 0.5 - or increase if its getting overlayed on dark, and decrease if overlayed on light (but just a tiny bit above and below 0.5)
Re: Detail texture splatting is ready!
Oh, good call. I had .sdd in my .sdd.Kloot wrote:Don't rename the .7z's to .sd7 directly, extract them into maps/ (they are archived .sdd directories).
Much better now:

Though Beherith's Spring gives me: [myGL::LoadProgram] Cannot find fragment-program file 'ARB/units3o.fp' But then I extract just the exe from the installer instead of installing, maybe this explains that? Is that ARB/units3o.fp a new file?
Re: Detail texture splatting is ready!
I have a bad suspicion about git master, but i wont be home till tomorrow to check it out. zwzsg, would you mind taking a real close up of the beach?
Re: Detail texture splatting is ready!
Still looking at stuff. Thus far I'm pretty mystified- I've made changes, but it doesn't seem to actually do anything...
Meh. Maybe it's not really working. Does that sand have the waves burned into the main texture?
No, it's not actually working. Am I looking at the wrong file? I'm looking at SMFFragProg... yet adding this line:
gl_FragColor = vec4(1.0,1.0,1.0,1.0);
To the end did nothing, which suggests that I'm being sent over to ARB, which I shouldn't be. Sorry if this adds to confusion, but this explains why my last hour of tweaks haven't done anything useful
Meh. Maybe it's not really working. Does that sand have the waves burned into the main texture?
No, it's not actually working. Am I looking at the wrong file? I'm looking at SMFFragProg... yet adding this line:
gl_FragColor = vec4(1.0,1.0,1.0,1.0);
To the end did nothing, which suggests that I'm being sent over to ARB, which I shouldn't be. Sorry if this adds to confusion, but this explains why my last hour of tweaks haven't done anything useful

Last edited by Argh on 26 Mar 2010, 19:18, edited 1 time in total.
Re: Detail texture splatting is ready!
Beach? What beach? There's no water!
Re: Detail texture splatting is ready!
There is, if you set minheight to -102. Aaaaaanyway.... I'm not seeing anything happen over here, regardless of what I change in base/shaders/glsl/SMFFragProg.glsl ... very mystified at this point.
Last edited by Argh on 26 Mar 2010, 19:21, edited 1 time in total.
Re: Detail texture splatting is ready!
Double fuck. Seems like master doesnt work - I think it has to do with the compile time parameters sent to the shader compiler. Because specular clearly works on Melt_v1, but detail tex aint working.
Fuck ill never run spring through VNC again, ill fix this tomorrow :)
Fuck ill never run spring through VNC again, ill fix this tomorrow :)
Re: Detail texture splatting is ready!
Well, it's good to know I'm not crazy. WTF is drawing the map, though? It looks like the ARB shader code is stripped. That last little thing I wrote should have resulted in an all-white map, but it didn't...
Re: Detail texture splatting is ready!
Listen, Beherit, this got to stay between you and me. First of all, i know who you really are, your true identity. You are the blue fairy: the proof you fullfill dreams and wishes- and all you are askin for is a blue tooth, if my information is correct.
Take that teeth as payment, nevar forget, there is moar were that stuff came from.
Ssssht Jared, im doin buisness, moan in silence if you must
Nothing wrong here, who needs inscissors anyway, and look what i have here a perfect example of your sickest desire, white as cocaine, shiny as a crystall. Now, lets take those detailtexture method and ask oursevles. Could i, a powerfull tooth-addicted blue bitch, use such a splatmap, lua-fairydust and 4 textures with alphachannels, to create area based particles? Such as butterflys, leaves, dandelions, snow?Take that teeth as payment, nevar forget, there is moar were that stuff came from.
Ssssht Jared, im doin buisness, moan in silence if you must
Re: Detail texture splatting is ready!
What is the correct size for the SplatDistrTex?
Re: Detail texture splatting is ready!
There were some bugs in porting the patch, but now all is fine. But we need to wait for kloot to commit the latest fix (knowing him that wont take long).
SplatdistrTex, just like SpecularTex, should be power of 2 square (like 1024*1024) and it will be auto streched on the whole map.
SplatdistrTex, just like SpecularTex, should be power of 2 square (like 1024*1024) and it will be auto streched on the whole map.
Re: Detail texture splatting is ready!
Just a small curiosity:
The following map has a completely flat single color brown texture, everything else is splatting+specular.

http://beherith.eat-peet.net/stuff/mudkipz.sd7
The following map has a completely flat single color brown texture, everything else is splatting+specular.

http://beherith.eat-peet.net/stuff/mudkipz.sd7
Re: Detail texture splatting is ready!
Makes me feel worthless as a mapper, having a sandbox looking that good. Gota hate you for it!
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- Posts: 642
- Joined: 12 Feb 2010, 11:55
Re: Detail texture splatting is ready!
How can I play this map? (first one in the thread)
Or is it just an example and not a finished map?
7zip I dont really know what to do with that file.
Or is it just an example and not a finished map?
7zip I dont really know what to do with that file.