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-
- Parallax Mapping Mod v1.0
-
- Custom Parallax Mapped Level Textures Tutorial
-
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- by Junkguy
-
-
- Parallax mapping requires the use of height maps to determine how
- much offset is applied to different parts of a texture. Since most
- of Doom3's textures do not have any height maps, this mod uses the
- bump maps (or "normal maps") for height information.
-
- In this mod, the red and green color channels in the normal maps are still
- used for regular bump mapping, but the mod uses the inverse of the
- blue channel as a heightmap.
-
- With the default normal maps in Doom3, this technique will cause angled
- parts of the normal map to be bumped out, while the flat parts remain low.
- This is what I call simulated parallax mapping. It looks great for most
- surfaces, and it is all handled by the mod's pixel shader code.
-
- True parallax mapping occurs when you put the actual correct heightmap
- into the blue channel of the normal map. However, ensure that you invert
- it. The low elevations in the blue channel's heightmap will then be almost
- white, while the higher parts will be dark.
-
- This is what you should do if you want your level's custom textures to
- take advantage of this mod's parallax mapping. Please note, however,
- that doing this will require the player to be using this mod, otherwise
- the custom textures will be incorrectly lit.
-
- If you don't want to make your own height maps for your textures, the
- mod will automatically apply simulated parallax mapping
- .
-
-
- So now that you understand how the mod works, you can make your level's
- textures take advantage of true parallax mapping. The following explains
- how to put a heightmap into the normal map's blue channel if you don't
- know how.
-
- --------------------------------------------------------------------
-
- See http://www.doom3world.org/phpbb2/viewtopic.php?t=2659 for basic
- tutorials on how to make regular textures and bump maps for Doom 3.
-
- 1.
- Make a greyscale height map for your texture. For a regular height
- map like this, dark is low elevation and white is high elevation. Make
- sure that the height map isn't too extreme (like pure white and pure
- black), otherwise it may look strange in game.
-
- ---------
-
- NOTE
-
- If you have a normal map, and want to create the heightmap for
- it, you can use the Normal Map plugin from step 2, and
- use its "Convert to Height" option with the Scale setting of around 1.
- If the heightmap looks correct, go to step 3. If the heightmap looks
- already inverted, go to step 4 instead. If the heightmap looks
- completely messed up, go back to the normal map do the following:
-
- You can use the default blue channel of the normal map, invert it
- so its mostly black, and manually fill in brighter greys for the
- higher elevations. Re-invert its colors again, and you're done!
- You can then skip the rest of this tutorial.
-
- ----------
-
- 2.
- If you don't already have a normal map, create the normal map from the
- height map using Nvidia's Normal Map Filter plugin for Photoshop
- (get it at http://developer.nvidia.com/object/nv_texture_tools.html ).
- You might need to use a large Scale setting of 100 or 1000.
- Don't lose the original height map!
-
- 3.
- Invert the colors of the original heightmap, so that white is low
- elevation and dark is high elevation
-
- 4.
- Copy the contents of the inverted heightmap (Using Photoshop,
- select all and copy)
-
- 5.
- In the normal map, go to the blue color channel (Using Photoshop, click
- Window -> Channels, and click the Blue channel in the channels window)
-
- 6.
- Paste the inverted heightmap into the blue channel of the normal map
-
- 7.
- Save the normal map
-
-
- That's it! Now you can use your new normalmap/heightmap in your level,
- and it will have a nice parallax effect when you use this mod! Please
- note that you may not include this mod's shader in your level without
- my permission. Remember
- that players MUST use this mod for the custom
- textures to appear correctly, so make sure you mention this fact in the
- level's description. I would appreciate it if you email me at
- junkguy@gmail.com to tell me about it, so I can take a look! :)
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