Detail maps

Post » Wed Jun 02, 2010 1:18 pm

Unless someone can do serious surgery on Morrowind.exe, that's correct. Some Nif-based games with a less open format are more amenable to editing the raw landscape, but Morrowind isn't one of those. We win some, we lose some!


Sounds like something for the Open MW team to take a bite in! :D
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Emzy Baby!
 
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Post » Wed Jun 02, 2010 4:54 am

I'm not sure I like this bumping of old 'interesting discussions'...
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Smokey
 
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Post » Wed Jun 02, 2010 5:42 am

Hey guys, if anyone know how to use overlay, he should know - that same effect we can make in Photoshop, simply add new chanel with "detail map", and overlay it on base chanel, and would be same effect, but u shouldnt add dm on mesh + u shouldnt take free 600kb space on computer for dm texture.
? Tested by me.

(:
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Cathrine Jack
 
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Post » Wed Jun 02, 2010 4:49 am

Any disscution?
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louise tagg
 
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Post » Tue Jun 01, 2010 11:34 pm

Hey guys, if anyone know how to use overlay, he should know - that same effect we can
make in Photoshop, simply add new chanel with "detail map", and overlay it on base
chanel, and would be same effect, but u shouldnt add dm on mesh + u shouldnt take
free 600kb space on computer for dm texture.
? Tested by me.

(:



It would not be the same effect in that the addition of an actual detail map texture
interacts with world/ingame lighting (where the lightest and darkest parts of the D-Map
are effected less by lighting than the parts that lean toward a grey/medium tone). In other words,
this allows for a slight shine on the part of the light areas of a detail map and true shadow
in the darkest parts. An overlay of the D-Map on a base texture in an image editor would
not have the same effect :) .
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Hazel Sian ogden
 
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Post » Wed Jun 02, 2010 12:24 pm

Hey guys, if anyone know how to use overlay, he should know - that same effect we can make in Photoshop, simply add new chanel with "detail map", and overlay it on base chanel, and would be same effect, but u shouldnt add dm on mesh + u shouldnt take free 600kb space on computer for dm texture.
? Tested by me.

(:



Well the idea of detail maps is to use a rather large detail map (say 2048x2048 on modern systems) and overlay that on top of the lower resolution base textures to provide more 'detail'. Although the 2048x2048 detail texture is large, it can be placed on multiple different base textures and so is only needed once in video memory. So while you're correct that you can get the same effect in photoshop if the detail texture is the same size as the base texture, this is not the way the feature is intended to be used IMO.
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Sandeep Khatkar
 
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Post » Wed Jun 02, 2010 7:21 am

Well the idea of detail maps is to use a rather large detail map (say 2048x2048 on modern systems) and overlay that on top of the lower resolution base textures to provide more 'detail'. Although the 2048x2048 detail texture is large, it can be placed on multiple different base textures and so is only needed once in video memory. So while you're correct that you can get the same effect in photoshop if the detail texture is the same size as the base texture, this is not the way the feature is intended to be used IMO.

Hmm... Intresting way. Thanks for answer.
It would not be the same effect in that the addition of an actual detail map texture
interacts with world/ingame lighting (where the lightest and darkest parts of the D-Map
are effected less by lighting than the parts that lean toward a grey/medium tone). In other words,
this allows for a slight shine on the part of the light areas of a detail map and true shadow
in the darkest parts. An overlay of the D-Map on a base texture in an image editor would
not have the same effect smile.gif .

Even don't know... Ive tested it, and looked on Detail map, and on overlayed map, and saw same effect... Scratch...
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Emma
 
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Post » Wed Jun 02, 2010 6:50 am

Even don't know... Ive tested it, and looked on Detail map, and on overlayed map, and saw same effect... Scratch...



An actual detail map applied is not the same as making an overlay in Photoshop/GIMP/PP/etc on a base texture alone ...

http://i57.photobucket.com/albums/g235/Wesadam/OBLVGLDNSNTS/WAR_GS2_SCREENS_1.jpg
http://i57.photobucket.com/albums/g235/Wesadam/OBLVGLDNSNTS/WAR_GS2_SCREENS_1x.jpg

http://i57.photobucket.com/albums/g235/Wesadam/OBLVGLDNSNTS/WAR_GS2_SCREENS_7.jpg

http://i57.photobucket.com/albums/g235/Wesadam/OBLVGLDNSNTS/WAR_GS2_SCREEN1b.jpg
(*and this has many filters and overlays applied to it as it is)

This is the evidence I have and I hope that it speaks for itself (I promise
I was not making up what I said for the heck of it, but from tried and true first
hand experimentation and implementation) :shrug:

Take Care :angel:
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Lauren Dale
 
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Post » Wed Jun 02, 2010 8:14 am

Thank you Westly. Big thank you.
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Hannah Barnard
 
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Post » Wed Jun 02, 2010 12:36 am

I have packed in pdf two NifScope reflection/environment map tutorials by Bjam posted here and on NifTools forum a while ago. Here they are:

http://download.yousendit.com/2777A8484144B2BD


Umm... The download is broken now. And Google search turns up nothing. Would someone be able to share a working download with me, please?
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Valerie Marie
 
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Post » Tue Jun 01, 2010 10:03 pm

That link expired. Try this one:

http://www.4shared.com/file/S98QgMtG/ReflectionMapsBjam.html
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Toby Green
 
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