Yeah, it's all on a single polygon. The technique is incredibly complicated, I really don't understand it myself. But I have a program, originally designed for the Doom 3 engine, which will convert normal maps to depth maps, so perhaps that could be of some use. It really comes down to the shaders though, which have to be coded in, and the engine may be hardcoded in that respect.
edit - I've just found a program (here) that will convert tgas to displacement maps, which are required for parallax mapping. I tried it out on a stone wall texture for Rome:
Here is the original texture, converted to a jpeg for size reasons:
And here is the displacement map:
Now, essentially, the wall, when viewed from various angles, would have bricks that jutted out, that is assuming that the right shaders were working, which I doubt they would be.
This is probably meaningless to a lot of people :D I know it is to me! I believe displacement mapping is another name for parallax mapping though. I still have no idea on relief mapping. But I have tried to use the Doom3 engine normal2depth.exe converter but to no avail.
Is there anyone here who knows a lot about textures and shaders?
Here are some sites on normal maps and such. We are going to need normal maps to create depth maps to use for Relief maps :P . That is unless we use parallax mapping, though relief looks better in my opinion.
http://members.shaw.ca/jimht03/normal.html - this appears to be for a specific program though.
http://www.monitorstudios.com/bclowa...mal_maps1.html
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