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id Tech 4 (Doom3/Prey/Q4) => id Tech 4 Textures => Topic started by: Reinchard on November 24, 2015, 02:22:48 PM

Title: Parallax map in idtech4
Post by: Reinchard on November 24, 2015, 02:22:48 PM
Hi to everyone, this is my first post. Does anybody know how to work with parallax/displacement mapping like that from Wulfen texture pack? I've baked normal and displacement maps but I don't see where place that one that is responsible for the displacement. Should they be in blue channel of normal map or in alpha channel? I'm use some modern engines like CE3, UE4 and both of them use special displacement map in gray scale that hold information about displacement. But I don't know how it works in idtech4. If someone can give me some light on this I will be very grateful.
Title: Re: Parallax map in idtech4
Post by: nbohr1more on November 24, 2015, 10:11:09 PM
Parallax \ POM is not native to the Doom 3 engine. The Wulfen mod adds a modified light interaction shader for it.
You'll need to unpack the wulfen mod to see how the assets were created. As I recall, the height map used to be
packed into the alpha of the normal map.
Title: Re: Parallax map in idtech4
Post by: revelator on February 11, 2016, 06:28:14 PM
as nbor said you need shader support :) also its very resource heavy, and some maps will display glitches (sliding textures).
tesselation might be a better bet.
Title: Re: Parallax map in idtech4
Post by: wintch on February 12, 2016, 11:30:39 AM
Height map is used for parallax in Doom3 mods. Where color is 100% "popped out" and transparent is 0% of effect.
Just paint some height (specular) map with any color and something about 10% of color information on it. Don't forget to leave borders 100% transparent for best effect. Look at glprogs, those files are responsable for shader effects. Sikkmod includes several different parallax sets for you to choose from. POM is still the best looking, but really CPU intense, as was already mentioned.