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Parallax Occlusion Mapping...
Mina Darsh Offline
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#31
Solved: 8 Years, 8 Months, 4 Weeks ago RE: Parallax Occlusion Mapping...

I'm surprised Frictional hasn't replied here yet, by the way.
09-23-2010, 08:11 AM
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Zanderat Offline
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#32
Solved: 8 Years, 8 Months, 4 Weeks ago RE: Parallax Occlusion Mapping...

(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.
09-23-2010, 01:19 PM
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Zanderat Offline
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#33
Solved: 8 Years, 8 Months, 4 Weeks ago RE: Parallax Occlusion Mapping...

(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.
09-24-2010, 02:40 AM
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sgi Offline
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#34
Solved: 8 Years, 8 Months, 4 Weeks ago RE: Parallax Occlusion Mapping...

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=0B4u3BAU...y=COqqk7MG
you can try it.
09-24-2010, 07:55 AM
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Zanderat Offline
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#35
Solved: 8 Years, 8 Months, 4 Weeks ago RE: Parallax Occlusion Mapping...

(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=0B4u3BAU...y=COqqk7MG
you can try it.

I'll let you know.
09-24-2010, 12:16 PM
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Zanderat Offline
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#36
Solved: 8 Years, 8 Months, 4 Weeks ago RE: Parallax Occlusion Mapping...

That worked. Thanks. Must have typo'd something..................

Looks good, btw!
09-25-2010, 03:19 AM
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ajvitaly Offline
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#37
Solved: 8 Years, 8 Months, 4 Weeks ago RE: Parallax Occlusion Mapping...

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.
09-26-2010, 01:30 AM
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Licaon_Kter Offline
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#38
Solved: 8 Years, 8 Months, 4 Weeks ago RE: Parallax Occlusion Mapping...

(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/thr...age-1.html
09-26-2010, 01:51 AM
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CHANCEPHOENIX Offline
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#39
Solved: 8 Years, 8 Months, 4 Weeks ago RE: Parallax Occlusion Mapping...

(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 ...

?
09-26-2010, 01:57 AM
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