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Normals support for the atmoscatt shader? #45

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RecklessGlue540 opened this issue Aug 18, 2024 · 2 comments
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Normals support for the atmoscatt shader? #45

RecklessGlue540 opened this issue Aug 18, 2024 · 2 comments
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enhancement New feature or request

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@RecklessGlue540
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RecklessGlue540 commented Aug 18, 2024

The detailbump2.dds texture inside skydome.wtd goes unused.
It is the normal map (or actually bump map) of the noise16_p.dds texture, the game reads it but the shader only supports normals functionality partly, just inside the .xml, meaning it's not actually used.

I had the idea of generating a normal map of the noise16_p.dds texture from RDR1 (which is of a much much higher quality than the one from IV) with CrazyBump, for an even bigger(?) increase in the clouds' detail, however Nukie informed me with the info above, making it pointless.

If you agree to add support for that I'd be very grateful, however I wonder if it'd make any significant difference at the end of the day for it to be worth it...
If it does though, I could release a mod that makes full use of this. A mod where I could provide options to use the cloud hats from GTAV, RDR1 and RDR2, with adapted normals.
If you wanna test this, feel free to test with this skydome.wtd, it provides the RDR1 texture with an adapted normal:
skydome.zip

RDR1 also seems to provide normal map support for the moon, and it does so by apparently reusing the moon_glow.dds texture for it, although the actual moon glow is probably done in shaders there, whereas in IV it's done using a texture sheet.
This one is probably too much of a pita to implement, and I understand. This is more food for thought.

@Parallellines0451 Parallellines0451 added the enhancement New feature or request label Aug 19, 2024
@Parallellines0451
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Parallellines0451 commented Aug 19, 2024

That's an interesting leftover, I wonder why the developers decided against including such a feature. Maybe they thought it didn't make a significant enough difference with the clouds implementation they had. GTA V uses normals for its clouds, but they work quite differently.
I don't have the knowledge required to implement that, as it's quite a bit more complex than simply adding normals to the deferred tree shader, for instance. Maybe in the future.

@Parallellines0451
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Editing the clouds didn't really prove to be fruitful, so I'll close this one.

@Parallellines0451 Parallellines0451 closed this as not planned Won't fix, can't repro, duplicate, stale Feb 25, 2025
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