parallax mapping ?

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what is parallax mapping ?

i was looking on the black mesa source website where i found some pages of improvements, there i saw they would use parallax mapping. So my question is: what is parallax mapping, for what is it good, can i use it in css and how do i create them ? so ya can parallax mapping be used in css and how do i create them, thats my question.

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  • 8y
    jakechapy avatar
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    To make a model that looks a million polygons but really in actuality its about 400.Just makes a model look really detailed but it isnt well thats what a normal is. Specular adds shadows and highlights to a model.
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    Posted by jakechapy

    To make a model that looks a million polygons but really in actuality its about 400.Just makes a model look really detailed but it isnt well thats what a normal is. Specular adds shadows and highlights to a model.

    Specular maps give the sense of shininess, the shadow rendering is not considered part of it.
    Normal mapping creates small bumps on textures. Somewhat considerable as a very slight parallax effect, but not the same. Can't explain parallax, read here.

    About your question, parallax mapping cannot be added to CSS, it's a shader that's removed from the Source engine by default, even though it exists. You can't create a skin that has it, the game's code needs to be modified to add (or create) the shader.
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    Posted by jakechapy

    To make a model that looks a million polygons but really in actuality its about 400.Just makes a model look really detailed but it isnt well thats what a normal is. Specular adds shadows and highlights to a model.

    mmh i know what normal and specular maps are, im asking what areligieus parallax maps, not norm and spec.

    PLEASE READ FULL THREAD

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  • 8y
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    Posted by BrainZ

    Posted by jakechapy

    To make a model that looks a million polygons but really in actuality its about 400.Just makes a model look really detailed but it isnt well thats what a normal is. Specular adds shadows and highlights to a model.

    Specular maps give the sense of shininess, the shadow rendering is not considered part of it.
    Normal mapping creates small bumps on textures. Somewhat considerable as a very slight parallax effect, but not the same. Can't explain parallax, read here.

    About your question, parallax mapping cannot be added to CSS, it's a shader that's removed from the Source engine by default, even though it exists. You can't create a skin that has it, the game's code needs to be modified to add (or create) the shader.


    woops I mixed that up with ambient occlusion and parallax mapping needs normals or it doesn't work all shaders do is determine how a normal or diffuse texture is rendered.

    and yes you can use a specular map for css I believe Im not sure how . I saw it being used in base to base and its on episode 1
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  • 8y
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    Posted by BrainZ

    Posted by jakechapy

    To make a model that looks a million polygons but really in actuality its about 400.Just makes a model look really detailed but it isnt well thats what a normal is. Specular adds shadows and highlights to a model.

    Specular maps give the sense of shininess, the shadow rendering is not considered part of it.
    Normal mapping creates small bumps on textures. Somewhat considerable as a very slight parallax effect, but not the same. Can't explain parallax, read here.

    About your question, parallax mapping cannot be added to CSS, it's a shader that's removed from the Source engine by default, even though it exists. You can't create a skin that has it, the game's code needs to be modified to add (or create) the shader.

    aha thanks for info, i think they added it on bs:s. Thanks anyway.
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  • 8y
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    For specular map you basically use a black and white texture.

    Black = No shininess
    Grey = Neutral
    White = Shininess

    The whiter the specular map the brighter the texture become and more reflective. The absolute black area mean it will not shine.
  • 8y
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    Posted by prototstar

    For specular map you basically use a black and white texture.

    Black = No shininess
    Grey = Neutral
    White = Shininess

    The whiter the specular map the brighter the texture become and more reflective. The absolute black area mean it will not shine.

    please read the thread and not the first sentence ffs, i rly don't need to know what normal and specular maps are ... i alrdy make them, this thread is about parallax mapping, and how to use/create.
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  • 8y
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    Posted by {H.H} Boba Fett

    this thread is about parallax mapping, and how to use/create.

    Parallax mapping is a way to make the model (or world brush in maps) look more detailed then it is by giving it depth (but unlike normals, they look like its made with polygons).
    Usually used in enviromental stuff (bricks, stones and stuff), since it's pretty useless to put it on a gun.

    Stalker's X-Ray engine is a good example how parallax mapping works:



    Although a similar effect can be achieved with very overdone normals, parallax still looks better.

    And as BrainZ said, Source did have parallax support but it's disabled and you can't get it working without modifying the shader codes.

    And I the source engines case, parallax needs a heightmap that it calculates the depth of the object from.
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  • 8y
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    Posted by IppE

    Posted by {H.H} Boba Fett

    this thread is about parallax mapping, and how to use/create.

    Parallax mapping is a way to make the model (or world brush in maps) look more detailed then it is by giving it depth (but unlike normals, they look like its made with polygons).
    Usually used in enviromental stuff (bricks, stones and stuff), since it's pretty useless to put it on a gun.

    Stalker's X-Ray engine is a good example how parallax mapping works:



    Although a similar effect can be achieved with very overdone normals, parallax still looks better.

    And as BrainZ said, Source did have parallax support but it's disabled and you can't get it working without modifying the shader codes.

    And I the source engines case, parallax needs a heightmap that it calculates the depth of the object from.


    Thanks again ippe for a full informatical overview (i was thinking where would ippe and grall be...)

    But ya thanks for explaining and giving some examples.
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  • 8y
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    Posted by {H.H} Boba Fett

    Thanks again ippe for a full informatical overview (i was thinking where would ippe and grall be...)

    Well lets just say I got my eye on ye...
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  • 8y
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    Posted by IppE

    Posted by {H.H} Boba Fett

    Thanks again ippe for a full informatical overview (i was thinking where would ippe and grall be...)

    Well lets just say I got my eye on ye...

    ya you both, and i rly appreciate that, all the help you both give, Just thank you man :)
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  • 8y
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    This should explain it pretty well.
    All I hear is noise
  • 8y
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    Posted by {H.H} Boba Fett
    i was thinking where would ippe and grall be...

    I figured you could've at least looked on wikipedia first instead of asking someone here.
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  • 8y
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    Well, guess I was wrong about the shaders having to be in the game code. They're separate files. Nonetheless they're quite wonky to use. Someone should fix them. :X

    Check out Noztrix' link.
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    Posted by GRALL19

    Posted by {H.H} Boba Fett
    i was thinking where would ippe and grall be...

    I figured you could've at least looked on wikipedia first instead of asking someone here.

    i did tbh also the other links but they didn't give me much info, did they whit you ?
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    Posted by {H.H} Boba Fett
    i did tbh also the other links but they didn't give me much info, did they whit you ?

    I think they describe it QUITE clearly.

    Or do they not
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    Posted by GRALL19

    Posted by {H.H} Boba Fett
    i did tbh also the other links but they didn't give me much info, did they whit you ?

    I think they describe it QUITE clearly.

    Or do they not

    ya that explains what they do and stuff but not how to create. but anyway don't bother i know what they are and that they can't be used in css :p
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    Posted by {H.H} Boba Fett
    ya that explains what they do and stuff but not how to create. but anyway don't bother i know what they are and that they can't be used in css :p

    Heightmaps as stated above. I've explained some in my old information about RX Engine thing thang on the site.
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    Posted by GRALL19

    Posted by {H.H} Boba Fett
    ya that explains what they do and stuff but not how to create. but anyway don't bother i know what they are and that they can't be used in css :p

    Heightmaps as stated above. I've explained some in my old information about RX Engine thing thang on the site.

    Oke anyway thanks for info :)
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    Posted by {H.H} Boba Fett

    ya that explains what they do and stuff but not how to create. but anyway don't bother i know what they are and that they can't be used in css :p

    "This should explain it pretty well"
    As I posted earlier.
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  • 8y
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    Posted by NoZTriX

    Posted by {H.H} Boba Fett

    ya that explains what they do and stuff but not how to create. but anyway don't bother i know what they are and that they can't be used in css :p

    "This should explain it pretty well"
    As I posted earlier.


    Ya thank you for that already saw it helped me explain everything so ya thanks for info :D
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    You might wanna read this.
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  • 8y
    Parallax Mapping is a relatively cheap way of adding 3D depth to textures.
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    Posted by X-tr3m3r

    You might wanna read this.

    11 hours late.
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    Posted by BrainZ

    Posted by X-tr3m3r

    You might wanna read this.

    11 hours late.


    How can I be late? We had an appointment or something? :D

    Hehe, I didn't see the other guys post before. :P
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    What the utter fuck the amount of posts in this thread that have either ignored the main thread post or have ignored other posts. Seriously you guys, cmon. The question's already been answered, as well as things that didn't need to be answered. Then you guys answer things twice.

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