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Quake 4 Downloads > Mods > Mini-Mods:
Terrain Detail Mapping
Filename: q4detailmapping.zip


Size:
Developer:
Downloads:
Date Added:
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268.99 KB
LD Ash
364
03-18-2007
Mods > Mini-Mods


Average User Rating: 9.3
Number of Votes: 3
Related Files:
Latest 5 Mods > Mini-Mods:
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- Q4WRM: E Fix #1

5 Other Files by LD Ash:
- LDAQ4 (blue texture mod)
- Terrain Detail Mapping (1.1)
- Borky
- SH JED505
- Dark Bloody Strogg Kane

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Terrain Detail Mapping - File Description  

  NOTE: This file has become outdated and there's a newer / better version available.
  You can still get this file but we suggest you have a look at the NEW / UPDATED VERSION first!





Description:
This small mod makes the terrain detail more noticeable.




  NOTE: This file has become outdated and there's a newer / better version available.
  You can still get this file but we suggest you have a look at the NEW / UPDATED VERSION first!




Terrain Detail Mapping - Screenshots  
Screenshots:
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Terrain Detail Mapping - File Download Options  

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Terrain Detail Mapping - Readme  
Readme File:
Quake IV terrain detail mapping
arranged by LDAsh - date:070319
(email- psyclone72@hotmail.com)
--------------------------------
Very simple, all that's happening here is an extra texture is blending over
the top of every terrain texture in the game, rock, sand, dirt, typically
very low-res textures compared with everything else in-game, and even the
MP maps. This extra blended texture is black and white, with the white
part being transparent and the dark part being semitransparent (because
there is no full-black in it, only dark-gray) and visible. Also, it is
scaled down to 12x12 per 1x1 its parent texture so it appears much tighter
over the low-res original underneath. This gives it a very high-res and
grainy appearance, however there are some downsides, it does visibly tile
and gives the terrain a patchy look sometimes. Some claim that it can
degrade the visual effects of the normalmaps, flatten surfaces and drown
lighting, may also look "noisy" on angles using high anisotropic filtering,
but I think it's not _too_ bad for what it delivers and everything still
works together, normalmaps and lighting still do "work". To see it in
action I urge you to view this 2Mb JPEG:-
http://www.violationentertainment.com/temp/Q4detailmappingHI.jpg
It _should_ be working in just about every single outdoor area in the
entire Quake IV game yet I have not fully tested every in-game corner to
see for myself, I have been right through the main materials and tested
key maps like air defense, walker, hovertank and convoy maps.
As for performance, I really couldn't notice any slowdown on my machine
compared to without it, maybe the loss of 1 or 2 FPS maximum. It's one
256x256 texture as another stage in only some of the materials so it
doesn't affect framerate much at all. Finally, it should be compatible
with just about any other map/mod out there as long as the filename
overrides it (just add more Zs) and as long as the map/mod doesn't make
changes to the 2 MTR files in the PK4. You are also welcome to change
the TGA however you'd like to adjust the detail mapping on everything.
For example you can easily make it less noticeable by brightening the
texture and adding more whiteness.
Please leave feedback as I'm very interested to know what players think
of this technique on textures in computer games especially in engines like
Doom3.


Terrain Detail Mapping - User Comments  
The following comments are owned by the user that posted them. Quake 4 Files is not responsible for their content.

Total comments: 11 | Last comment: 03-26-2007 at 08:35

 #1 - 03-18-2007 at 17:24
Scorian
From: (Melbourne, Victoria)
Joined: August 10th, 2004
Posts: 624
It's a good idea in theory. I seemed to notice the original Halo employing a similar tactic... or maybe that's just me.

Perhaps you could create material-specific tilesets so that all the ground textures don't look too similar? That would be my way to go big grin

 #2 - Great !!! - 03-19-2007 at 08:27
dafama2k7
From: (Salt (Girona))
Joined: September 28th, 2006
Posts: 3107
Great work !!!

 #3 - 03-20-2007 at 09:46
Curtalert
From: (England)
Joined: June 18th, 2006
Posts: 35
nice can you make the next mod about making the walls much better better detail like this one? becuase that would be great! great work on this mod!

 #4 - 03-21-2007 at 04:26
LDAsh
From: (SA)
Joined: September 18th, 2003
Posts: 234
It would be too much work to go through every single material, but for my main Quake 4 project it will feature (optional) detail mapping on almost every single surface, even character models.

 #5 - cool - 03-23-2007 at 02:26
White_hell
From: (Wycombe)
Joined: February 5th, 2005
Posts: 274
cool.....

cant wait for that mod

 #6 - cool - 03-23-2007 at 12:25
grecco_diego
Joined: August 22nd, 2004
Posts: 43
cool.....

cant wait for that mod [2]

 #7 - 03-23-2007 at 12:27
grecco_diego
Joined: August 22nd, 2004
Posts: 43
btw, it would not be good to apply this technique to some models because i want gtx q4 to work with your modthe gtx Q4

 #8 - 03-24-2007 at 01:17
LDAsh
From: (SA)
Joined: September 18th, 2003
Posts: 234
I was talking about my total conversion project which already shares some technical features similar to GTX and the detail mapping on characters works without problems. I wouldn't be doing this to vanilla Quake 4, only for the large-scale terrain textures, this mod.
Just a note to say I will be releasing a new version of this with a MUCH BETTER texture that will not so obviously tile repetitively.

 #9 - 03-24-2007 at 06:08
Death_Dream
From: (Des Moines, IA)
Joined: March 6th, 2005
Posts: 484
Cool can't wait. Do you have a name for this total conversion project? Any like website with some WIP pics?

~Death Dream~

 #10 - 03-26-2007 at 05:45
LDAsh
From: (SA)
Joined: September 18th, 2003
Posts: 234
Here's a video of a model from the project:-
http://quake4.filefront.com/file/SH_JED505;70044
This one has the same detail mapping technique applied to it, although you can barely see it until you get right up against the model (pretty damn close, using zoom even) and you can see some gritty little bits where the main texture becomes a blurry mess of texels. The best thing about it is, it's so easy to turn it on and off with the whole project, just use a different MTR pack that is about 200Kb. It's understood some people love it, and some people hate it, so it's an easy option.

 #11 - 03-26-2007 at 08:35
Death_Dream
From: (Des Moines, IA)
Joined: March 6th, 2005
Posts: 484
Ah Now I remember.

~Death Dream~



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