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Parallax Occlusion Mapping... - Printable Version

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+--- Thread: Parallax Occlusion Mapping... (/thread-4289.html)

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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
avEyeVec /= lSearchSteps; //Split up the eye vector into the number of steps
to
avEyeVec /= float(lSearchSteps); //Split up the eye vector into the number of steps

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
avEyeVec /= lSearchSteps; //Split up the eye vector into the number of steps
to
avEyeVec /= float(lSearchSteps); //Split up the eye vector into the number of steps

I'll try tonight.

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.
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.

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 ...