http://empires.theowningone.info/shader/v_0_3.zip It's for mappers to play around with it. Heightmap has to be in alpha channel. No shader params will work except those in attached .vmt. And yes I know that this screenshots doesn't make a good impression. It's just tech demo.
nice... although ofc if ever really implemented everywhere it could use some less intencity like... its like the alps in there...
I think the pebble texture is really involved, making it less likable, but something like the cracks in cement would look good with this.
Yes, water can be done with it to achieve "3d" look without manipulating vertices. That requires writing new water shader.
It's more of an experiment. Given the performance hit, it couldn't be used in-game without some sort of fallback, such as disabling parallax for anyone who sets shader quality below High. The parallax shader works in Hammer. (In the basic textured modes, at least.) Has VertexLitParallax been updated any?
Q: When reading the valve wiki on the parallax mapping, it says it only takes a heightmap. Is this a gray scale heightmap in combination with a normal map to create the depth as well?
The fallback would be plain old LightmappedGeneric with bumpmapping. It's already set that way if you have dxlevel lower than 95. I will add cvar similar to map_bumpmap later. VertexLitParallax is included in the package and should work. I can modify parallax shader to generate normal map based on the heightmap but it's better to use explicit normal map specified by $bumpmap so that fallback shader can use it. Textures that were used for picture in 1st post: basetexture: height map (A channel in $heightmap) normal map (RGB channel in $bumpmap)
Looks awesome! I wonder what the performance hit would be though. From looking at the screenshot in the OP the height map on the example texture is a little extreme though.
Here's a demo of a different parallax shader implemented in the EP1 Engine: http://www.youtube.com/watch?v=01owTezYC-w
About half your fps. Well you dont have to put it on everything, its not nesesarry on blocky tank models and props but its amazing for enviromental textures, like concrete, grass etc.