Tree huggin’

fte00149

One of SJ’s medieval testmaps (for matching up textures, colours, normal maps etc.) Well, blue and orange just works. :-s

rock_brown_2_norm

Better normal maps by using a number of blurring and overlaying passes in the NVIDIA plugin.

Skærmbillede fra 2013-09-10 23:10:56

Scout’s Journey has outdoors, too. Half a year ago, I tested various procedural tree growing softwares. I have to say, they all suck compared to what you get from Blender and a bit of elbow grease.

Skærmbillede fra 2013-09-11 00:08:20

Lots of work done recently, lots of technical documentation written as well.

I also tested various methods for collision against ASE models, unfortunately it’ll probably come down to clip brushes placed in Radiant, unless FTE gets some form of triangle collision thingy.

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5 responses to “Tree huggin’

  • Spiney

    Here’s a trick I came up with for getting a more chiseled look for your normal maps. It’s useful for rocks. The automated filters always give you a smoothly sloped look, which might be what you want, but it ends up giving a samey look to a lot of things.

    In the first example I use the ‘posterize’ filter in Photoshop, it’s pretty straightforward so I’m sure Gimp has an equivalent. You can do some blending with the original and subtle blurring to smoothen it out somewhat. Also it’s best to do it at high resolution and scaling down afterwards so you’ll get super sampling.

    The second I just use the paint bucket and fill in the parts that are supposed to be flat. Keep in mind you’ll need to make sure it’s seamless afterwards. If you do it on a new layer you can also use the flat parts as a mask for running trough a normal map filter and get double contouring that way, which tends to look cool in some cases.

    How is the engine handling over-brights? I notice some discoloring at hotspots. The latest IOQ3 builds have a new renderer with HDR light mapping and the existing maps all looks subtly better with it. It’s noticeable with wall torches and such no longer going to a grayish yellow but a full and saturated yellow. 4* overbright would also help with that and would be less invasive. You might need to tweak existing lighting a little though.

    • kneedeepinthedoomed

      Those are some great tips about tweaking normalmaps, thank you. I’ll have to try that. I might even write a short tutorial about doing better normal maps, since a lot of people just tend to run the diffuse through Crazy Bump and assume the result will be great, which often enough it isn’t. The commonly used normal maps in the Quake community are an example for that…

      I’ve also noticed the greenish discoloration around torches, but that seems to be a relatively recent bug. I don’t remember having that problem before. I’ll have to talk to Spike about that.

    • kneedeepinthedoomed

      Yeah, works as advertised in Gimp, too. Typo though – 128 128 255, not 255 255 128, in case others want to try it. Also, for everyone else, don’t forget to run the plugin set to Normalize Only (needs depth 1 in Gimp) after doing stuff like this.

    • kneedeepinthedoomed

      And finally, until I write a tutorial, here is the best NM tut I found so far. http://www.saschahenrichs.de/midsizedocs/nvidiatut.html

      I tend to use only 3 layers, different Gauss and NM settings, and Hard Light instead of Overlay though.

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