Open slipher opened 1 month ago
Our current heightmaps are not only bad because Xonotic ones were automatically generated by a script, but they are much worst than original Xonotic ones for multiple reasons:
Easy to fix: default DarkPlaces height scale is 0.02
, default Dæmon height scale is 0.03
, we better set our default to 0.02
too to be natively compatible with Xonotic heightmaps (which contributes to 99% of our heightmaps or so). Especially we did not used heightmaps before we imported Xonotic ones, so there should be no legacy ones to take care about. This will reduce some artifacts.
Requires more work: Xonotic heightmaps are almost all of them using custom scale and offset. Because Sloth doesn't support configuring them yet and because the engine doesn't support non-Darkplaces keywords for these options yet, when I imported the Xonotic heightmaps, I processed them using a custom script to rescale them to [0-1]
and offset them to 0
, in the process this destroyed a lot of precision, and even destroyed some relief (anything above 1
is flattened). Once both Sloth and Dæmon are fully compatible together in the way to set and read custom scale and offset, we can re-import Xonotic heightmaps, without modification, that would makes them better and hopefully remove some issues or weirdness or make such weirdness less obvious.
Inspired by https://github.com/UnvanquishedAssets/tex-exm_src.dpkdir/pull/1#issuecomment-2342880435, I went through the heightmaps with the goal of removing those which are actively bad, and also maybe adjusting the depth scale on some others. For each texture I reviewed it in two ways: first looking at the diffuse/normal/height images on Github, then in-game with the
testshader
command. A caveat of this method is that since each texture is tested in isolation, it doesn't do anything to make sure textures fit together at the seams.For in-game review I did this:
testshader
command to visualize the texture. I added an extended syntaxtestshader <shader> <width> <height>
(not committed yet) to test non-square ones without stretching.My review:
Deleting the bad ones should be easy enough, but I don't understand how I can make customizations like setting depth scale with this Sloth generator thing.