Hello guys! (It's my first post here yay)
So I'm working on a game recreation. Essentially I am porting over original environments/levels from an older game (TrackMania United Forever - 2008) to the latest game (ManiaPlanet). Both games are using the same engine, called GameBox. The newer game obviously has a more up-to-date version of the engine and thus more possibilities graphically.
Anyway, I'm here with a kinda technical question. The rallye environment of the old game has a special technique to simulate grass. You can't find particles or generated grass meshes (only a few almost invisible layers of fake grass textures to make it look good from the bottom, but it doesn't matter). The green base texture still gives a similar effect. Once you zoom in, you notice that the texture has a really weird effect. To not write too much, here's a video demonstrating what I mean:
So I want to reproduce exactly this (or a similar) effect in the new game. As I said, the engine is the same.
- Texturing in the new game works like this: _D.dds (DXT1) - Diffuse; _N.dds (DC3) - Normalmap; _S.dds - Specular (DXT5) texture with grayscales.
- I am only given the diffuse green texture (DXT1), called "GrassHH1Diff" and a 2nd texture called "GrassH01Height", which looks like a normal map using deep blue.
I tried using these two textures in the new game together but obviously the effect does not exist there.
Now I'm trying to achieve a similar "plastic" effect using the 3 possible textures (D, N, S), but I have no idea where to start from. Can I even reproduce it or is it more like a game based shader? No idea. Maybe you can help me.
All I know is that a normalmap can have a lot of different effects if you experiment with the color channels. Maybe this is where I could start from.
Thanks for your time! I'm looking forward to hearing from you.
Flo