• Announcements

    • khawk

      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
Sign in to follow this  
Followers 0
Meltac

How to determine material only by texture in pixel shader

0 posts in this topic

Hi again

I'm trying to determine those areas of the level map / game world consisting of a specific material (asphalt roads) in my pixel shader.

Since the engine (xRay) of the game I'm modding (Stalker 1) does not provide some material index or look-up function, I have to find some way to distinguish asphalt from other material by it's texture only.

Texture bump maps does not seem to be useful here, mainly because they already have a designated use (i.e. to create bumps in the vertex shader) disallowing to manipulate them without major side effects.

So I tried using the color mixture of the texture as fake material indicator, e.g. increase the blue channel and check the blue amount / color ratio in the pixel shader to determine whether it's asphalt or not. Works quite well in theory, but in reality I'm experiencing heavy issues making my algorithm somewhat impotent:

1. The lighting changes the resulting color in game. I can partially correct this with the hemisphere (sun light) color which I can access from the shaders but since there are different light sources working in combination I have troubles to revert the resulting color back to the texture color.

2. The bump maps change the way the texture is rendered, thus changing it's resulting color as well (because of different lighting influence), so even if I found a solution to point 1, it would probably fail in combination with the bump maps.

3. In cases where I succeeded in determining the area of the color in question, I didn't manage to adjust that areas color back to the original color that the texture had prior to edition (i.e. to decrease the blue channel correctly again). I don't know what's the problem here, but e.g. doubling the blue amount in photoshop and then decreasing it by 50% again in game does not result in the original color.

3. Maybe there are other influences changing the color in game which I didn't check yet.

After some heavy research and trial-and-error session I managed to tweak my color recognition algorithm to serve at minimum as approximation pattern, but that's still not precise enough and error-prone, so I can't use it as a solid recognition of materials by texture color.

So I'm kinda stuck here, and I need some hints / advice / recommendations on what I could try to yet improve my algorithm, so some other way to determine the material without having access to it's index or properties from the pixel shader.

Any ideas here? Am I on the completely wrong path?
0

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!


Register a new account

Sign in

Already have an account? Sign in here.


Sign In Now
Sign in to follow this  
Followers 0