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\
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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))
Thursday, November 29, 2012
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)
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.
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 + Self Shadowing
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