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Stalker SoC HD hand edited foliage textures

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  17:35:29  18 April 2012
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Meltac
messing with code
(Resident)

 

 
On forum: 01/21/2010
Messages: 1519
Like I said before: I love those textures! They make ShoC really look better

Now I'm looking forward to check this out - although I'm sure my system won't be able to handle the GI even with ported DLLs (well I've already checked that before as you know ). But TBH I don't mind too much about that because IMHO the foliage textures are the more important part of it - and I appreciate there is still someone taking his time to hand-edit them. Keep up the good work!
  20:13:24  18 April 2012
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ket
Senior Resident
 

 
On forum: 01/13/2006
 

Message edited by:
ket
04/18/2012 20:17:59
Messages: 1432
It may take longer, but I prefer doing things by hand. You can ensure absolute best results that way. Doing things by hand also have other advantages, you learn things nobody else does such as my learning how to manipulate bump maps to get a very convincing wet surface effect. Let me know when you think you have a good method for the game to tell its raining Meltac and I'll make the special bump maps. Such bump maps would need to have some kind of association though for the wet surfaces effect to really be dynamic, the only way I can think of to make this happen would be somthing written in the script to switch the bump maps once the script has recognised its raining in-game. The bump maps even then probably wouldn't be able to be loaded until a level exit though. Unfortunately its just not possible to make a bump map that will just react when it starts to rain. The closest to that I can get involved setting very low gloss factor values then having a script ramp up the gloss factor when it rains. The downside to that method though is that torchlight gets screwed with on the surfaces so it either A: doesn't show at all or B: you have to be very close for the torchlight to get "applied". Strangely, this isn't a problem with weapon or NPC bump maps it would seem, just wall-type bump maps :/
  21:55:13  18 April 2012
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Meltac
messing with code
(Resident)

 

 
On forum: 01/21/2010
Messages: 1519
I'm already working on a script determining when it rains and then counting up a variable telling how "wet" it is (and after it finished raining counting down as it's drying again). I have some bugs to fix yet but all in all it works quite well, and of course, is totally dynamic (what I intended to have, actually). The downside of it is, like with all total dynamic and automated algorithms, this method increases and decreases the wet counter linearly, so there's not much space for "natural imperfectness" as it's a pure mathematical thing. That's where hand-edited stuff in most cases tends to fit better humans visual recognition. But for me that's really minor.
  22:06:32  18 April 2012
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ket
Senior Resident
 

 
On forum: 01/13/2006
Messages: 1432
You could probably reduce how linear it is by using (math.random) in the process somewhere.
  22:15:01  18 April 2012
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Meltac
messing with code
(Resident)

 

 
On forum: 01/21/2010
Messages: 1519

---QUOTATION---
You could probably reduce how linear it is by using (math.random) in the process somewhere.
---END QUOTATION---



Well TBH I like the linearity

And in this case I thinks it's also quite realistic that the ground gets more or less linearly wetter during rain time.

But of course a little randomness could give the whole thing a bit of unpredictable behavior which might be interesting in some cases.
  22:23:43  18 April 2012
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ket
Senior Resident
 

 
On forum: 01/13/2006
 

Message edited by:
ket
04/18/2012 22:26:29
Messages: 1432
Its your script, so its your call Although adding in (math.random) would or could end up being more realistic as while the ground does more or less uniformally get wet when it rains, this isn't necessarily true for light showers and in the cases of heavy rain (math.random) could have the effect of sort of simulating puddles on the ground (ie, the "wetter" patches of ground)

CS and CoP don't even try simulating puddles and X-Ray is capable of actually making proper puddles in those games under DX10 (hint, go on, one up the GSC devs )
  16:59:02  19 April 2012
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xoen
Senior Resident
 

 
On forum: 06/10/2011
 

Message edited by:
xoen
04/19/2012 17:11:29
Messages: 248
allright, some promo screenshots(weird, that enb influence is REMOVED while taking sshots with evgaprecision, but it gives interesting overall look, generally):
http://www.mm.pl/~xoen/s1.jpg
http://www.mm.pl/~xoen/s2.jpg
http://www.mm.pl/~xoen/s3.jpg
this is interesting one, it seems that fallen leaves are taken from part of tree foliage???GREAT:
http://www.mm.pl/~xoen/s4.jpg
http://www.mm.pl/~xoen/s5.jpg
http://www.mm.pl/~xoen/s6.jpg
http://www.mm.pl/~xoen/s7.jpg
http://www.mm.pl/~xoen/s8.jpg
http://www.mm.pl/~xoen/s9.jpg

now, question: how big -smapXXXX value can be used?
greater foliage=greater SHADOWS, but 4096 is NOT enough at some daytimes(long shadows case) to dipslay this greatness.

btw, using this set with stalkersoup is changing overall feeling of some places, yantar looks like totally desolated, creepy place in compare to original thing, it is because of two bush textures(stalkersoup has green ones there).
sidenote: whats amazing, that different SIZE(px) of textures is handled automatically, and there's zero stretching i been afraid about.
  00:22:59  20 April 2012
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ket
Senior Resident
 

 
On forum: 01/13/2006
Messages: 1432
I didn't try shadow map sizes, but theres not really any reason why you can't set what you want.
  10:28:56  21 April 2012
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BAC9-FLCL
Senior Moderator
 

 
On forum: 04/10/2007
Messages: 8995
I'm not sure, but shouldn't there be a credit to CrommCruac? These textures are taken from his Absolute Nature mod, originally released for Call of Pripyat.

Example:

http://i.imgur.com/oyhmF.jpg
trees_vetkagreen3_green.dds
^ Absolute Nature 2.0 by CrommCruac

http://i.imgur.com/Bpwcp.jpg
trees_vetkagreen1.dds
^ TK2.Zero HD Foliage

Quoting your readme.txt:


---QUOTATION---
Credits:
Me (ket)
---END QUOTATION---



That doesn't seem right. I hope I'm misunderstanding something.
  20:34:09  21 April 2012
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ket
Senior Resident
 

 
On forum: 01/13/2006
 

Message edited by:
ket
04/21/2012 20:51:32
Messages: 1432
Those are just the names of the textures, SoC, CS, and CoP all use identical or similar names for textures depending. AFAIK in the case of foliage textures most use identical names from one game to the next. Textures themselves I made from various images I found about the web (website searching and google images) so I'm not sure who else I'm supposed to credit for website searches and google images /shrugs/
 
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