This mod will extract some textures from the game data pack and modify them to include depth information.
Quake4 Relief Mapping
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This modifcation will not damage your Quake4 installation. It will just extract some textures from the game data pack and modify them to include depth information. All original files are mantained and you can quickly get back to your original Quake4 installation by deleting the extracted files.
The modified Quake4 shader was created to test relief mapping technique with high-quality game art. Note, however, that some geometry will not look correct with relief mapping as the art for the game was not created for this effect. For correct use of the technique the edges of scene polygons should have no displacement (depth=0). But since the depth maps were created from the game normal maps this is not garranteeded.
For details about how relief mapping works refer to:
demo -> Fabio.policarpo.nom.br
paper -> Shadertech.com
Fabio.policarpo.nom.br
To install this modification:
- from your Quake4 instalation path create folder quake4aseglprogs
- copy file interaction.vfp to folder quake4aseglprogs
- drag and drop files quake4asepak010.pk4, quake4asepak011.pk4 and quake4asepack012.pk4 into the tool normal2depth.exe
- wait for processing of all normal maps (this will create folder quake4ase extures)
To remove the modification and get back to original Quake4 installation:
- delete the file quake4aseglprogsinteraction.vfp
- delete the folder quake4ase extures
You must select ULTRA QUALITY mode in order to have the calculated depth maps loaded (or else you will see no relief at all).
Relief mapping is slower than standard normal mapping. For this reason, we recommend going down to 640x480 or 800x600 in order to get better FPS through the game. Works great with a GeForce7800 card!
Enjoy,
Fabio Policapo (fabio.policarpo@gmail.com)
Acknowledgements: The tool for creating depth maps from normal maps (normal2depth.exe) is based on a Poisson multigrid solver written by Carlos E. Scheidegger and Gustavo S. Neto.