After writing this post ( http://maldotex.blogspot.com.es/2012/05/new-cracked-asphalt.html ) I was thinking a way to avoid the limitations. Finally I've found a way. First of all, we create a road material with a 1024x1024 closelook texture with 8x8 tiling. Then we create a second road material with the long range texture as diffuse (another 1024x1024), bump map from this texture and using as bump detail layer the bumpmap from the first material texture. We set 8x8 bumpdetail tiling, and 50% level of transparency. Then, we must place 2 identical roads with the two materials in the same place with higher sort priority in the second road material. That's all. It's a double win because we are avoiding diffuse detail limitation explained in the previous post, and more important, we have simulated diffuse detail plus bumpmap detail at once.
The road in the right is an example. Is a test, don't worry about the join between the road in the left. This road uses 2 1024k textures, so it's half the memory used for a 2Kx2K texture. The 4Kx4K detailed asphalt showed in the previous post was 11 MB.
2Kx2K texture -> 2.7 MB (only diffuse)
4Kx4K texture -> 11 MB (only diffuse)
This new detailed double-material road -> 1.3 MB (only diffuse)
94% :)
ReplyDeletewow!!!!
ReplyDeleteThat new asphalt looks great and uses less memory! Well done. puddle looks so real! I think Crytek learned lesson from you Maldo - C3 has much better textures than C2. But still not as good as these.
ReplyDelete94% done, perhaps release for weekend? ;)
Very impressive !
ReplyDelete94% ! :)
Thanks, you made a great new game, I'll make a donation when the last version will be online. hope other people will make the same... Your mod is really amazing, better than many games... Bravo !
Now in distance the road texture look better than the 4K one. Not overly sharp. Congratulations! About the tree leaves, please, do! The original textures are terrible. Do you not plan to remake some soldiers textures at all? Looking your close shoot, their textures suffer against your wonderfull work in the enviroment.
ReplyDeleteMaldo, the car texture are not good too ;)
ReplyDeleteMaLDo, when will the release? Beautyful grafics! =)
ReplyDeleteNice man! I am looking forward to new release of your awesome job! I hope that I will made, again, integration with my QM. ;)
ReplyDeleteKeep up with fantastic job!
I like it :)
DeleteGreat job! Looks great as always.
ReplyDeleteCant wait Maldo for the new experience
ReplyDeleteThe new road looks incredible - and when you're done, can you run through the game, looking for glitches before you release? Your mod is so close to perfect, I can't help but notice the few instances of shadow/texture corruption/flicker. Also, can you enable Ultra shadows in your configuration menu? I think all that's allowed is Extreme with varying blurriness depending on where the user sets jitter. I find the DX11 shadows with variable penumbra very realistic. THANKS!!!
ReplyDeleteI also wanted to point out the two most distracting glitches I've seen. There are a few objects in the game (mostly buildings) that do not cast a shadow. It's like the sun shines right through them.
DeleteAnd I know you've mentioned this in the past, but is there a fix for when artificial light sources do not generate shadows? I have to exit the game and restart it - so annoying!
I'm fixing every kind of errors that I found. There are thousands. If you have one example in mind, post a screenshots. Thanks.
DeleteWhat a painful 6% !
ReplyDeleteMuy bueno hermano! Saludos desde México! De verdad mis felicitaciones, yo soy un modder medio noob haha, he sacado un mod de texturas para GTA IV que mejora todos los peatones y hago ahora otro para Max Payne 3 pero el tuyo se lleva todos los aplausos, solo 6%! GRACIAS!
ReplyDeletePuddle looks AMAZING ! Great work Maldo !
ReplyDelete