Thursday, November 29, 2012

Risen 2 Mods

After several months of not playing Risen 2, I just got back to modding again.


[Risen 2] Food/Plant Inventory Mod

All food and plant items have individual stats now. None of them will be subsumed under provisions anymore. It is also possible to roast meat and fishes at campfires (requires toughness level 2). Besides I've created new Icons for all additional food items.



Download: upload.worldofplayers.de/files8/Food_Inventory_Mod_v1.1.zip

Extract the .zip file and copy Food_Inventory_Mod_v1.1 to the following directory:
%localappdata%\Risen2\Config\ , f.e. C:\User\MyName\AppData\Local\Risen2\Config\




[Risen 2] Player Interact Mod

The Hero can now use additional interacts which had been reserved for NPCs only before.

New interacts:
- bongo
- cooker
- grindstone
- nailing crates
- water barrel


Download: http://upload.worldofplayers.de/file...nteractMod.zip

Extract .zip file and copy PlayerInteractMod to the following directory:
%localappdata%\Risen2\Config\ , f.e. C:\User\MyName\AppData\Local\Risen2\Config\


_________________________________________




Here's a list of my previous R2 mods:

LoD Distance Mod http://oliverm-h.blogspot.de/2012/05/risen-2-lod-distance-mod.html

Dynamic Torch Light Shadows http://oliverm-h.blogspot.de/2012/05/risen-2-dynamic-torch-light-shadows.html

Crosshair Mod http://forum.worldofplayers.de/forum/threads/1147095-Risen-2-Post-Process-Shader-Mods?p=18954667&viewfull=1#post18954667

Small Fonts http://forum.worldofplayers.de/forum/threads/1141220-Modding-in-Risen-2/page12?p=18998808&viewfull=1#post18998808

No POM Mod http://oliverm-h.blogspot.de/2012/05/risen-2-no-pom-mod-update.html

Specular Lookup Texture http://forum.worldofplayers.de/forum/threads/1149575-Risen-2-FPS-Mods?p=18999610&viewfull=1#post18999610

No Dynamic Point Lights Mod http://forum.worldofplayers.de/forum/threads/1149575-Risen-2-FPS-Mods?p=19063721&viewfull=1#post19063721

(Risen 2 Tuning (german))

Tuesday, October 16, 2012

UDK Benchmark WiP #3

This cave scene is for testing multiple dynamic (shadow casting) lights. There are 5 torches + one camp fire in total and 2 dynamic lights (1 non shadow casting) per each of those objects.





Sunday, September 30, 2012

Blender Procedural Stones

modeled in Blender
Normal + AO map baked in Blender
Cavity Map generated in xNormal
Texturing done in Photoshop

~200-300 tris each
~20-30 tris collision model
Diffuse Map, Specular Map (Diffuse Alpha Channel), Normal Map
1 UV Channel (lightmap ready)


UDK Screenshots (prebaked Lighting, 128px² lightmap)






Saturday, September 8, 2012

[How-To] create Self-Shadowing Materials (UDK/UE3)

An esay approach on implementing self shadowing for UE3 to increase the quality of normal and bump offset/parallax mapped materials even further. It does require a heightmap and is useful for bumpy surfaces like bricks and cobblestones.



Material

The idea is quite simple. Offsetting the height map along the light direction and comparing it's value with the actual height determines which areas are shadowed. Scale and darkness/hardness of shadows can be controlled by adjusting the offset and contrast value.




The technique is not very expensive - adding an extra of 5-10 point light shader instructions (depending on the contrast value). It's possible to save some instructions by adding a constant clamp (0-1) before the contrast adjustment and by replacing the power node with a series of multiply nodes (e.g. 3x multiply by itself = power of eight).





Screenshots

 

Diffuse + Normal Map

 

 

 

 


 

 

 

 

 

 

  

 

Diffuse + Normal Map + Self Shadowing