Parallax Occlusion Mapping... - Printable Version +- Frictional Games Forum (read-only) (https://www.frictionalgames.com/forum) +-- Forum: Technical Support (https://www.frictionalgames.com/forum/forum-57.html) +--- Forum: Technical Support - Amnesia: The Dark Descent (https://www.frictionalgames.com/forum/forum-31.html) +--- Thread: Parallax Occlusion Mapping... (/thread-4289.html) |
RE: Parallax Occlusion Mapping... - Mina Darsh - 09-23-2010 I'm surprised Frictional hasn't replied here yet, by the way. RE: Parallax Occlusion Mapping... - Zanderat - 09-23-2010 (09-23-2010, 07:59 AM)sgi Wrote: All who have dark surfaces, try to change line 82 (in RayLinearIntersectionSM2 function) from I'll try tonight. RE: Parallax Occlusion Mapping... - Zanderat - 09-24-2010 (09-23-2010, 01:19 PM)Zanderat Wrote:(09-23-2010, 07:59 AM)sgi Wrote: All who have dark surfaces, try to change line 82 (in RayLinearIntersectionSM2 function) from Still getting dark surfaces. RE: Parallax Occlusion Mapping... - sgi - 09-24-2010 Since there is no error string from compiler it is difficult to find the problem. The only advice is to check misspelling. RayLinearIntersectionSM2(aHeightMap, vHeightMapPos, vEyeVec); should be called, not RayLinearIntersectionSM3(aHeightMap, vHeightMapPos, vEyeVec); Here is my file: https://docs.google.com/leaf?id=0B4u3BAURaCvIZmE0MDAzMDktZDM4ZC00Yzk2LTkwZjktZGY4YjRiYmIzNmE4&hl=ru&authkey=COqqk7MG you can try it. RE: Parallax Occlusion Mapping... - Zanderat - 09-24-2010 (09-24-2010, 07:55 AM)sgi Wrote: Since there is no error string from compiler it is difficult to find the problem. I'll let you know. RE: Parallax Occlusion Mapping... - Zanderat - 09-25-2010 That worked. Thanks. Must have typo'd something.................. Looks good, btw! RE: Parallax Occlusion Mapping... - ajvitaly - 09-26-2010 Can all the necessary changes needed to take advantage of this be explained clearly in one post? I'm reading through all of it and I'm getting a little confused as to what lines of which files I am supposed to edit. RE: Parallax Occlusion Mapping... - Licaon_Kter - 09-26-2010 (09-26-2010, 01:30 AM)ajvitaly Wrote: Can all the necessary changes needed to take advantage of this be explained clearly in one post? I'm reading through all of it and I'm getting a little confused as to what lines of which files I am supposed to edit.See here: http://www.frictionalgames.com/forum/thread-4696-page-1.html RE: Parallax Occlusion Mapping... - CHANCEPHOENIX - 09-26-2010 (09-26-2010, 01:30 AM)ajvitaly Wrote: Can all the necessary changes needed to take advantage of this be explained clearly in one post? I'm reading through all of it and I'm getting a little confused as to what lines of which files I am supposed to edit. Okay , listen up : 2 FILES NEED TO BE EDIT in order to let this work smoothly !! The file that must be edit is (open with notepad) in : USERNAME-DOCUMENTS-AMNESIA-MAIN-main_settings you have to change parallax quality to 1 instead of the standard 0. the other file (for smooth gameplay without lag) is in : Partition where you installed the game (in my case E) -Amnesia-The Dark Descent-redist-core-shaders- deferred_gbuffer_solid_frag.glsl. (again) open with notepad ... use search function to find line : RayLinearIntersectionSM3(aHeightMap, fSteps, vHeightMapPos, vEyeVec); and CHANGE IT TO : RayLinearIntersectionSM2(aHeightMap, vHeightMapPos, vEyeVec); That"s all ... |