Heightmap: Difference between revisions

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m (Linked to Wikipedia article.)
m (...and of course Parallax mapping, even though it's already mentioned.)
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==See Also==
==See Also==


*[[Parallax mapping]]
*[[Wikipedia:heightmap|Heightmap]] - The Wikipedia article.
*[[Wikipedia:heightmap|Heightmap]] - The Wikipedia article.


[[Category:Material System]]
[[Category:Material System]]

Revision as of 19:29, 27 August 2007

A heightmap is a grayscale texture where the brightness of each pixel represents its height (relative to its surface).

Older game engines use these textures for a shader method known as bump mapping, as they are the predecessors to the normal maps that the Source engine use for this method.

Features for its use in parallax mapping has been disabled, but can be enabled again quite easily, through a fix.


Steps to creating a heightmap

  1. Create a copy of a texture in grayscale and edit it if you wish. White corresponds to the pixels closest to you and black corresponds to pixels farthest from you.
  2. Save the image as a targa (.tga) with _height at the end of the filename.
  3. Convert the targa image to a Valve Texture File (.vtf).
  4. Put it in the same directory as your texture.

See Also