Hard Light Productions Forums
Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Test Builds => Topic started by: Swifty on January 12, 2018, 01:58:06 am
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Thanks to taylor, we've had normal mapping since the Xt builds. Along with it, we've had support for reading height maps for a while but the shaders never did anything with them.
So I'm pleased to finally announce some formal height mapping support in Freespace. I've coded relief mapping which will finally allow our models to have raised/depressed occluding surfaces not part of the mesh.
Screenies:
Axem's Rahu:
(https://i.imgur.com/JQfMRQ7.png)
Axem's Rahu (Without Relief Mapping for comparison):
(https://i.imgur.com/1XytqGH.png)
Height Maps Are Cool:
(https://i.imgur.com/oDk4xSx.png)
(https://i.imgur.com/bDZvBTj.png)
Win32 Test Build:
https://drive.google.com/open?id=1lcLeNWAk5flAiO90XeiynfAEY0Wl7FpY
Win64 Test Build:
https://drive.google.com/open?id=1bdZ1MmaHjWktoeZo5OKDDRLya7xg5LzJ
WIP Source:
https://github.com/SamuelCho/fs2open.github.com/tree/relief_mapping
No test data included but maybe Axem can post the test models he gave me here (Or give me permission to share them)
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ooooh... moar shinys! *grabs build* :D
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oooh oooh oooh, very nice sir, thank you! :yes:
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Does that mean that damage decals can now cause depressions in a target's hull?
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is dis some form of geomod
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Does that mean that damage decals can now cause depressions in a target's hull?
m!m's screenspace decals write diffuse and normals into the gBuffer, no height data. Getting the same occlusion effect in there might be a bit trickier so that's something I'd have to get back to you on.
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No test data included but maybe Axem can post the test models he gave me here (Or give me permission to share them)
I hereby give Swifty S. Swifterson permission to release the test models. (Note to people checking out the Rahu, that isn't quite the final model yet. I have a few small things to change still!)
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Yes! Freaking yes! Finally! I was waiting for this since I bought Substance Painter :D. Great job guys!
Some of my newer models like Anteros or Schrodinger have heightmaps if anyone is looking for some test subjects.
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Next up: I hope it will be displacement mapping and tessellation. And real-time environment PBR mapping and lighting.
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Someone's trying really hard to win Buzzword Bingo today...
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Could we get non-AVX2 build for win64? ;)
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Anything become of this? There is quite a bunch of ships having Height maps prepared by now...
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I've always had heightmaps available but that's just because I've used them to generate dumb normalmaps with a GIMP plugin.
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There was some discussion on Discord (#SCP) today.