squid Posted December 5, 2011 Posted December 5, 2011 (edited) I tried to use steelflanker's noisenormals ( http://combatace.com...__1#entry531238 ) but it seems something (i am doing) is wrong and i can't figure out what . The normal applied looks like a lot lower resolution that it should. At that zoom level as this SteelFlanker's demo T-62 i only get those low res blurry black pixels i show in the M163 screen . And with some of those normal.bmps i get just very low resolution big black rectangles as seen in the F-16 screen. Edited December 5, 2011 by squid Quote
squid Posted December 5, 2011 Author Posted December 5, 2011 And, regarding waternormal, Is there a way to get an improved resolution water effect ? To avoid those low res square pixels at this height at least ? --> And at the same time is there a way to eliminate the shimmering on the water ? Quote
steelflanker Posted December 5, 2011 Posted December 5, 2011 Hi squid :-) Noise textures show up better with rather flat & lifeless terrain tiles...... Stock Israel Ect Using noise textures with Starys highly detailed terrains can be a bit of a hit & miss as there is so much detail painted on already. Seams some times the noise texture is over shadowed by or conflicts with the detail already there. - Make sure your Terrain Detail & Terrain Texture are set to High & Unlimited respectively! - You could also experiment with some of the others to see if you get better effect. If you want higher resolution you going to have to create a new bmp at 2048 for example & tile it with noise effect of your choice. Should'nt have much FPS hit if any. Regarding the water normal, you could try tiling it to high resolution and/or softening it by adjusting the contrast PS or an other editor. SF Quote
+Stary Posted December 5, 2011 Posted December 5, 2011 in a given terrain's DATA file try changing this value: [HeightField] DetailScale=1.0 DetailFrequency=1.0 MaxHeight=1000 MinHeight=0 lower to 0.5 or increase to 2.0 to see if there's effect on the way noise map tiles, IIRC used to work such way back in series 1 Quote
squid Posted December 15, 2011 Author Posted December 15, 2011 (edited) in a given terrain's DATA file try changing this value: [HeightField] DetailScale=1.0 DetailFrequency=1.0 MaxHeight=1000 MinHeight=0 lower to 0.5 or increase to 2.0 to see if there's effect on the way noise map tiles, IIRC used to work such way back in series 1 DetailScale didn't seem to change something (tried 0.1 - 10) Retiling the normal bmp to 1024 px or more gave me the result i was looking for but at the expense of shimmering that cant control from the GPU driver panel Tried making a DDS out of it , (in hopes of reducing shimmering) but at first trials SF2 doesnt seem to read DDS normals , or maybe i havent set up the DDS correctly ? (lots of settings in the nvidia photoshop plugin , and all totally unknown) Edited December 15, 2011 by squid Quote
+Stary Posted December 15, 2011 Posted December 15, 2011 oh no, normalmaps must be in bitmap format Quote
squid Posted December 16, 2011 Author Posted December 16, 2011 [NoiseTexture] Size=256 MinColor=229 MaxColor=255 Frequency=1.7 ResolutionFactor=4.0 StartFadeDistance=200.0 EndFadeDistance=500.0 is this possibly controlling anything maybe related to noisenormal scaling / tiling ? Quote
+Stary Posted December 16, 2011 Posted December 16, 2011 try fiddling with frequency start end fade distances are just for that -overlaid noisenormal effect fading settings Quote
Fubar512 Posted December 17, 2011 Posted December 17, 2011 (edited) It's all shader dependant. Statements within the shader (*.fx file) determine how many normal maps are rendered per tile....among other things. Edited December 17, 2011 by Fubar512 Quote
squid Posted December 17, 2011 Author Posted December 17, 2011 It's all shader dependant. Statements within the shader (*.fx file) determine how many normal maps are rendered per tile....among other things. Did you do any editing there maybe ? for example in your screenshot here : http://combatace.com/files/file/9665-t-80bv-mbt/ noisenormal map looks like a lot more higher resolution (or scaled ) than how it looks in my stock SF2 installs Quote
Fubar512 Posted December 17, 2011 Posted December 17, 2011 Did you do any editing there maybe ? for example in your screenshot here : http://combatace.com/files/file/9665-t-80bv-mbt/ noisenormal map looks like a lot more higher resolution (or scaled ) than how it looks in my stock SF2 installs Yes I did, but that image was taken under DX9, so it used a different shader. Quote
squid Posted December 17, 2011 Author Posted December 17, 2011 (edited) i see, know maybe which statement and in which .fx file controls the normal tiling in DX10 ? :) Edited December 17, 2011 by squid Quote
Fubar512 Posted December 17, 2011 Posted December 17, 2011 i see, know maybe which statement and in which .fx file controls the normal tiling in DX10 ? :) NoiseScale = Quote
squid Posted December 17, 2011 Author Posted December 17, 2011 TERTERRAINEFFECTxyz ? //-------------------------------------------------------------------------------------- // Constant Buffers //-------------------------------------------------------------------------------------- cbuffer cbConstant { static const float EndFadeDist1 = 2500.0; static const float EndFadeDist2 = 8000.0; static const float NoiseScale = 0.003; static const float StartFadeDist = 800.0; } Quote
Fubar512 Posted December 17, 2011 Posted December 17, 2011 All of them. There's two for terrain, and two for water. Quote
squid Posted December 17, 2011 Author Posted December 17, 2011 Thank you ! About water normals, why when i replace the stock normal with a higher resolution one (up-tiling of the stock one) i loose the animation ? Quote
Fubar512 Posted December 17, 2011 Posted December 17, 2011 Of course not...unless you screw up the specific statements within the shader that determine the animation. Quote
squid Posted December 17, 2011 Author Posted December 17, 2011 without touching the shaders, i only replaced the stock water normal with a 1024 one (tiled the stock 4 times) and there was no water animation ..... *scratching head* Quote
Fubar512 Posted December 17, 2011 Posted December 17, 2011 Then I suggest you keep at it, and keep note of whatever changes you make along the way....that's how you'll arrive at an answer. Quote
squid Posted December 18, 2011 Author Posted December 18, 2011 I tried values from 4 to 0.000001, no change. Do i need maybe to alter the values in the dx9 files too ? .. Quote
Fubar512 Posted December 18, 2011 Posted December 18, 2011 I tried values from 4 to 0.000001, no change. Do i need maybe to alter the values in the dx9 files too ? .. Are you running the series under DX9? Quote
squid Posted December 18, 2011 Author Posted December 18, 2011 (edited) Are you running the series under DX9? Win 7 here so i guess DX10. Long shot i guess but couldn't help wonder Edited December 18, 2011 by squid Quote
+hgbn Posted December 18, 2011 Posted December 18, 2011 Depends on your graphic card. If its Dx11 capable your are most likely running it in Dx 11 Quote
Fubar512 Posted December 18, 2011 Posted December 18, 2011 Depends on your graphic card. If its Dx11 capable your are most likely running it in Dx 11 Uhhhh, not really. A title may be coded in DX7, and (if) you can still run it under a Windows 7 environment....it doesn't mean that the game's now capable of taking advantage of DX11 coding, shaders, (etc.)...it's still a DX7 game. SF2 titles are coded for both DX9 and DX10, and operate exclusively under one API, or another. Keep in mind that TK has stated that SF2NA and it's successors will be DX10 only. Quote
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