Game Development Community

DETAIL MAPS for everyone...

by Apparatus · in General Discussion · 12/13/2005 (11:06 pm) · 54 replies

I was thinkin if the engine supports bump and detail for the terrain (nevermind the bump here) why not detail maps for every dts object? ime no coder but i think multiple UV's and such will do. Would be huge help for MMO project in particular; Ive seen DM at work on 1st class games (and i've used the technique extensivelly as well with Renderware products) and i can tell you the amount of detail is fantastic at a very low cost. It's called detail map, you know...
#21
12/14/2005 (4:02 am)
No problem...

so...detail maps anyone? :)
#22
12/14/2005 (4:31 am)
If you run MAX2DTS you already have detail maps on DTS. The Ambient CHannel of your material is were put it. You don't get Multiple UV channels but....

Matt
#23
12/14/2005 (4:33 am)
Not too great..

the great thing about detail maps on a separate UV set is that you can use a general dirt texture scaled pretty much bigger than the color texture uv set. that's how you get the detail effect on a model. i'll work on this to come up with a screenie
#24
12/14/2005 (5:22 am)
Wouldn't it work with the same uv set only magnified?

Last night I made a model in Milkshape, then using an Unwrapping program I scaled the UV's for one of the meshes which use a small tileable texture to like 4 times the size of the texture. The result was a nicely detailed tiled textured section. As all of the detail maps I've seen so fare are basically tiled textures, wouldn't it be a simple matter of scaling up the uv co-ordinates to a massive ammount to get nice detail when close up?

As long as the uv mapping follows the normals of the face to a certain degree, it should look OK.

This could be done at runtime methinks.
#25
12/14/2005 (5:26 am)
Hm.. u still need 2(two) uv sets. because one triagle has to receive 2 separate textures. and i don't see how u do it with one single lonely uv set.

i believe the solution lays in the engine and in the exporters...
#26
12/14/2005 (5:31 am)
Yeah, I think you're right.. you do need 2 sets of uv's
But this second set could be derived at runtime from the first set and multiplied by a detail scale factor as required when the model is first loaded.

Then when it comes to rendering the detail texture, you use the second set of uv's and you've got your detail mapping. No changes required to any exporters.
#27
12/14/2005 (5:34 am)
It must be easier than this
#28
12/14/2005 (5:35 am)
Well you got 2 choices:

Work on your art skills so you can make it work the way it is..
Or write it into code, if you own the code.

multiple uv's are very possible in any opengl based app..


Matt
#29
12/14/2005 (6:06 am)
Hi guys,

The Torque Lighting Kit adds detail mapping to interiors, as an example of the difference it makes check out this image from the TLK Modeler's Guide:

www.synapsegaming.com/content/linkedimages/Detail.jpg
This image is heavily compressed, but you get the idea, and you can walk right up to the wall without losing any detail (very cool!).


As for dts objects detail mapping is already available for those (from what I've seen), you might want to check out the torque docs for more info.

Hope this helps!

-John
#30
12/14/2005 (6:12 am)
Ok, this image does a better job of showing how well the detail mapping works:

www.synapsegaming.com/content/linkedimages/DetailBig.jpg
-John
#31
12/14/2005 (6:14 am)
Aw

some!

btw, do i need a separate licence to sell content packs TLK ready :) ? so i heard..

on the other hand...no ideas for DTS detail maps (secondary uv sets..) ?
#32
12/14/2005 (10:28 am)
The DTS format already supports detail maps IIRC.

In fact, at one time, the MS3D exporter had support for exporting meshes with detail maps, but I think it got dropped.
#33
12/14/2005 (12:37 pm)
Kirby is right, the dts format and also the engine supports detailmaps for dts meshes. And it isn't really a secret.

take a look at this thread, there is a guy which is posting this stuff ;-)

www.garagegames.com/mg/forums/result.thread.php?qt=16800

Also you can look at
www.3d-diggers.de/home.php?navi=arthouse&color=gelb&language=english&content=tut...
At the bottom there are the links for the milkshape exporter (not so good like the ms2dts-plus, but I don't know if it also support detailmaps) and a little tutorial to use the exporter.
#34
12/14/2005 (3:15 pm)
Here's another screenshot using TLK and detail mapping, along with a door in the background that has a detail texture. The problem I've found with the detail texture export from Milkshape is that it is a 1:1 ratio. It probably wouldn't be incredibly difficult for someone who knew what they are doing to rewrite the dts exporter to reduce the ratio between the primary texture and the detail texture. (Then again, who am I to say it wouldn't be!) =)

www.reallyreallygoodthings.com/screenshot_details.jpg
- Alan
www.reallyeallygoodthings.com
#35
12/14/2005 (5:48 pm)
This is what i'd like to get:

i35.photobucket.com/albums/d184/floatingapparatus/detail.jpg
from the thread you mentioned above i learn that detail map and lightmaps are already in the code; the exporters just won't support it....

oh well, only milkshape has support for this?
#36
12/14/2005 (5:58 pm)
@Apparatus, I've been looking into this recently and don't think it would be too difficult to do really.
The hardest part would be getting an exporter to support it. I'll look into it more throughly when I have some time.
#37
12/14/2005 (10:52 pm)
@Apparatus, something like this?

www.reallyreallygoodthings.com/screenshot_details003.jpg
Here is one with a little heavier detail.

www.reallyreallygoodthings.com/screenshot_details002.jpg
And here's one compared to just the texture.

www.reallyreallygoodthings.com/screenshot_details001.jpg
- Alan
www.reallyreallygoodthings.com
#38
12/14/2005 (10:56 pm)
Much better - only .. do you use 2 UV sets ? :)
#39
12/14/2005 (11:12 pm)
=( Nope, still just a 1:1 second texture using the 3d-diggers exporter...but I'm thinking hard about this though...

- Alan
#40
12/14/2005 (11:22 pm)
See, this is the beauty of detail maps; what you've got there i can do in GIMP (2d shaders)

the detail map is widelly usable for large areas of mapping - huge structures and such. details come exactly from scalling up the detail.texture;