This mod will be taking the base game and bringing it to DirectX 9.0c at first to enable the use of Shader Model 3.0. This will allow for Parallax/Displacement Mapping or maybe Relief/Offset Bump Mapping, Procedural Textures(maybe), Subsurface Scattering and Transparent Materials. I will do my best to reach out to and collaborate with more devs to bring HDR, Soft Shadows, and High Precision Rendering to the game. I will look into relief mapping with self shadowing or steep parallax as an alternative to POM. This should allow for a more modern look to the game as well as improving the look of characters and the environment.

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Taquito
Taquito - - 389 comments

Nice

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cr4zyw3ld3r Author
cr4zyw3ld3r - - 174 comments

indeed got the game wrapped to DX9 so now I just need to implement the shader with SweetFX and hope for the best. Should look good with Ambient Occlusion from Nvidia Inspector and RadeonPRO

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v00d00m4n
v00d00m4n - - 6 comments

you can not implement such shaders with SweetFX, you better wrap this game to DX10+ and use 3Dmigoto to dump in game shaders as HLSL and then reinject edited back to game. SweetFX only allows to add some simple post processing shaders, which are added after game rendered final image, to do a proper paralax mapping shader you have to alter game shader responsible for bump mapping and to do that you have to edit shader files directly in game folder (and because its DX8 most likely it would be Low level shader assembly, not HLSL) or dump and inject them with 3d migoto (it would convert them to HLSL, which would be easier), but for this you have to find or request somewhere d3d8 to d3d10\11 wrapper (i think dgVoodoo has one).

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cr4zyw3ld3r Author
cr4zyw3ld3r - - 174 comments

Thanks mate, will look into this. The creator of ReShade had actual POM working, not just parallax but he gave up due to bad artifacting because he was not using proper depth maps. I got the code, but it seems broken in recent releases.

I have asked the dgvoodo dev to allow wrapping dx8->dx11 but its still a ways off. Right now only dx9 is possible with Reshade/SweetFX.

So it may just be that I will take POM assets from another engine and make actual geometry from those models and directly insert those into the game levels instead of going this route as this may well end up tanking performance.

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v00d00m4n
v00d00m4n - - 6 comments

Hello from 2021, right now dgvoodoo already supports d3d8 to d3d11 and d3d12 pretty well (but i recommend to stick with dx11), also recently it added d3d9 to 10-11-12 wrappers.

So you can use any pre dx10 game with 3d migoto to dump and inject shaders. Also you can try Special K for shader and even texture dumping and reinjection, but shader dumping is more complicated with SK. Try both and see what works better.

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cr4zyw3ld3r Author
cr4zyw3ld3r - - 174 comments

Hmm I wonder if using Special K in conjunction with dgvoodoo I could get POM working or at least some sort of height mapping. Are you familiar enough with it to know if that is possible?

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cr4zyw3ld3r Author
cr4zyw3ld3r - - 174 comments

Hmm there is potential that the game uses HLSL per this article Docs.microsoft.com

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was DXT5 will be moving to DXT1 shortly for better engine compatibility. Now to figure out that Vertex Texture FEtch bs