Watch_Dogs Relief Mapping Mod by The Silver

Discussion in 'Game Tweaks and Modifications' started by The Silver, Dec 11, 2015.

  1. KuroTenshi

    KuroTenshi Guest

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    Hi !

    I've worked on a convertor between common normals and WD normals. I would like to know if the result is correct. Download it to see alpha channel.

    I am just wondering if WD requires ARGB or RGBA.

    Usual format :

    [​IMG]

    WD format :

    [​IMG]
     
  2. The Silver

    The Silver Guest

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    I think it requires RGBA, and no your result seems wrong. To check if you're doing it right just use the nVidia tools, they're are already able to convert images to the common orange normal map format, just download this example and set the tool like that: example.7z

    [​IMG]
     
    Last edited: Jan 7, 2016
  3. KuroTenshi

    KuroTenshi Guest

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    Ho my god ! I looked for this for days !!!!! Thank you !

    EDIT : AT LAST ! AT LAST IT WORKS !!!!! HALLELOUIAHHHH !
     
    Last edited: Jan 8, 2016
  4. ThatGuyOverTher

    ThatGuyOverTher Guest

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    has anyone gotten to trying to edit skin sub surface scattering on aiden or other people in the game?
    since you've gotten reflections and even relief mapping edited, you should be able to do sss as well.
     

  5. KuroTenshi

    KuroTenshi Guest

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    @TGOT

    Subsurface Scattering needs a material tweak. I am not competent in this. But Silver is.

    I plan to modify too clothing and skin now that world textures and RFX preset are done. But only the vanilla SSS shall be used.

    I think Relief Mapping use VRAM. With "E3 Lite V2" at max details, I am between 3.6 and 3.8 of VRAM use. When I add Anisotropic Filtering 16x, it stay the same.

    And Thank you Silver. Indeed lighting is a lot better !

    [​IMG] [​IMG] [​IMG] [​IMG]
     
  6. The Silver

    The Silver Guest

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    @ThatGuyOverTher: Sure it's not hard, the SSS is just another feature of the character shader, for example the material of Aiden's face has these parameters:

    UseSkinSSS (6): true
    SSSColor (3): 0.947307, 0.799103, 0.768151
    SkinSSSStrength (1): 0.500000

    I didn't had time to test but I've quickly edited the Strenght value to check its visual result, and maybe to know if there's room for improvement compared to the default settings. Here's a test archive with the value set to the min (0.1) and the max (2.0), along with the default (0.5), feel free to try it yourself and compare the differences ingame: WD_SSS_TEST.rar

    @KuroTenshi: Congrats for managing to create RM compatible normals and for your textures pack in general! :)
     
    Last edited: Jan 11, 2016
  7. TheCrasher

    TheCrasher Guest

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    I think the SSS is working, if it is, then I can only notice it at the maximum settings (2.0) and is only lightly seen on the thinnest part of Aiden's ears. :3eyes:
     
  8. infiniium

    infiniium Guest

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    What exactly are we expecting of SSS on character models? I'm not really familiar with it.
     
  9. The Silver

    The Silver Guest

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    I've only answered TGOT question, I'm not really interested in the Skin Subsurface Scattering since I don't think it's something so noticeable that would benefit of our edits. For who wants to know what it does here's a comparison:

    [​IMG]
     
  10. txgt

    txgt Guest

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    I personally thought that enabling SSSS would bring back that kind of lighting on his cheek:
    [​IMG]
     

  11. The Silver

    The Silver Guest

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    No that's just the light from the phone (it's reflected from the coat too, look at the little blue dot in his shoulder), it's there in the vanilla game too, but in that screen his skin reflects it as if it's wet or something... Anyway the SSS isn't something that makes skin "reflective as if it's wet" or such, like your image suggests, it actually makes the skin look "softer", and it's effect is mostly what TheCrasher described, read this for example: http://www.3dtotal.com/tutorial/824...y-philippe-le-miere-character-face-human-skin

    PS: Also there's a "face" texture that defines the intensity of the SSS in the face area and supposedly it's located in the alpha channel of the face specular texture, so this is one more factor to take into account for example...
     
    Last edited: Jan 11, 2016
  12. txgt

    txgt Guest

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    I know this now. In the old build phone light had specular enabled. I don't know how to turn it on sadly.
    Also in vanilla Aiden's face can be far more reflective under some conditions. For example, during sunny morning/evening if you look at his face closely when he standing in the shadows. It can be modified in environmentlighting.lib.
     
  13. The Silver

    The Silver Guest

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    Ah yes I think I've noticed that, it was like its face was oiled and slightly glowing in the shadows, pretty creepy actually. :D
     
  14. txgt

    txgt Guest

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    I guess in this E3 2012 cutscene there's not only Skin SSS at work :look:

    [​IMG]
     
  15. The Silver

    The Silver Guest

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    In the E3 2012 build there were so many things at work that are completely missing from the released game, sometimes I feel like they've scrapped everything and just rebuilt the game for consoles hardware...
     

  16. KuroTenshi

    KuroTenshi Guest

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    That's exactly what happened ! The game has been redone from scratch when they saw the "poor" results of the PS4. And they had contracts with Sony and Microsoft.

    The current PC version is an improved port on the console version while at E3 2012 it was a pure PC version.
     
  17. TheCrasher

    TheCrasher Guest

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    You mean this?:

    [​IMG]
     
  18. txgt

    txgt Guest

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    OMG what mod is that?
     
  19. The Silver

    The Silver Guest

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    Yep! :D
     
  20. CraigOp

    CraigOp Guest

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    Awesome man, it's beautiful. Thank you. Great job.
     

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