![]() ![]() You can try to fix those and please give me a link so i can update the download link with those. If it's looking blueish purplish, then it probably doesn't have a correct heightmap but check the blue channel to make sure. However I wasn't able to make heightmaps for few of those. But whats more? You can also find all the normalmaps used by those materials inside the Textures folder with their blue channel correctly set with it's heightmap. You can find all the parallax materials in parallax_materials, duh. Place it in the blue channel of it's normalmap. If you want to make a heightmap for a certain texture. In fact this is what the shaders included here does. It is possible to calculate the z of the normalmap by using x and y of it. But its unnecessary as using a separate texture would increase file sizes, besides blue channel in warband normal maps are mostly unused. AAaaand, warband materials doesn't support a heightmap texture input. Why you might ask? Because a heightmap is just a graycolor image it is either 0 or 1. The shaders use the blue channel just like in barabas' shaders. If you want to use the shaders and heightmaps provided in this kit you have to credit me and provide a link to this topic so others could see it and use for themselves aswell. If that doesn't make any sense, check out this screenshot: ![]() You can enter these values to Spec Color textboxes in OpenBrf. I guess this wouldn't necessarily be necessary for total-conversion mods unless the mod uses the native ground or wall textures at best.Īdditionally to all the other instructions, You need to enter the texture width, height and heightMapScale to dynamic parallax occlusion material. Such textures are inside the Textures folder too. It would be great if you can make them and send me a pm, then I'll update this post. I haven't been able to make heightmaps to all native textures. But any material native uses will use the parallax shaders.įurthermore, I guess this would also be useless in total-conversion mods that doesn't use the native ground and wall textures. That is because the mod materials won't use parallax shader. If you put it below it won't work, because warband engine.Įven if the mod you want to play this with doesn't have any custom shaders and anything like that and you copied all the files successfully, you must know that not all texture's in the mod will look awesome. And adding "load_mod_resource = parallax_materials" without brackets just above "load_resource = materials". There is one final step, which is opening up the module.ini of that mod. If you copied the files to a mod instead of native. Step 3 (required step for mods/but not native): If that is the case go back to the start of this step. *Or you could have tried to copy "module.ini" as well. *However, if a "file exists do you want to replace" kind of window pops up click cancel, because probably the mod you want to play this with could have custom shaders of it's own. You can safely replace that file only if you are copying the files to native. Then go ahead and copy-paste module.ini as well. Then copy all the contents except "module.ini" inside the unzipped folder to the mod you want to play this with. Please read them not to screw your game/mods. The paragraphs starting with * are important. Parallax & SSAO - Added Dynamic Parallax Occlusion 11-Dec-16 ![]()
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