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Okami ps2 textures5/17/2023 ![]() ![]() Radeon 5770 1gb with driver version 16.2.1 crimson (graphics card)Īnd I am getting wobbly textures whenever there is any upclose shots of the characters and okami is the only game suffering this issue, I do have crashing and freezing issues with a couple other games and no amount of messing with drivers helped sadly.Īlso there is a cap on money set to 99,999 which is very dissapointing as I did not expect that to change and if that stays the cap limit then there is no way to get all the moves okami can learn, there is one which costs 2mil yen, but that is for your second playthrough. I intentionally left out the texture rendering pass to save some space.I've played a lot of okami back in the day on the ps2 and absolutely loved it, and was happy to see it finally come to pc, sadly there are a couple bugs I have found and I am not sure if anyone else has these issues or not. Here is the shader code to render the outlines using a vertex shader. Namely, the ability to make them larger to emphasize certain parts of a character, or smaller, to hide possible artefacts. It implies more work on modelling, but on the other hand, more artistic liberty in how the outlines look. This goes to show that instead of using vertex displacement for the characters, the team behind Okami might have created its own outline models. For instance, on Amaterasu’s model, the ear and the stomach outlines are much more prevalent. In fact, in most character models, they are far from being regular. Exception goes to the landscape elements (such as rocks) which do have to intersect with the ground, thus revealing the outlines.Īnother thing you might notice from this screenshot is that the outlines are not regular, like in the teapot shader. Kokari’s ear goes through the outline.īut these types of artefacts are not clearly visible in the game, and you would have to pay a lot of attention to spot them. However, it is still possible to observe the same kind of artefact in the game itself, when looking at the models carefully. ![]() The original model is visible “through” the outlines at intersections. ![]() The format is simple but they are bizarre things I have not figured out, Like why some textures in the full game DO use the header TIM3 while in the demo they never do. I cannot think yet of any efficient way around the problem, however it is only a small price to pay for such satisfying results obtained without influence of the pixel shader. The textures are stored in side the model file after the vertex data. Here is what came out of it (link to video).Īs you can probably see in the video, this method causes some visual artefacts when geometry intersects (see below). Wouldn’t this be very easy to do with shaders?Exactly, and I had a little play with DirectX. What you are seeing as an outline is in fact the inside of another model painted black.Īfter being intensely in love with this game for many years, this realisation came like a M. Shyamalan plot twist.īut wait, you might ask, pretending to care. Once as the normal, textured model is drawn, another model, slightly larger, with a fixed colour (in this case, black), is drawn on top of it, with culling faces inversed. It is because they are in fact drawn twice. As I twisted the camera to some angles, I noticed that the large outlines you can see on the cliffs and landscape elements would distort. enjoy :) credits huge thanks to my GOOD FRIEN. Okami’s method of outlining is clever by its simplicity. i'm back i've been having fun making 16x recently and i'm really happy with how this pack turned out. An example of the landscape outlines in the game. ![]() During the PS2 days, there were no shaders, and while there would still be ways to internally displace vertices, there was no such thing as a pixel shader. and this is how I notice Okami’s method of cell-shading. But with crisper visuals, some smaller details become more apparent, some small details start being noticeable. I recently bought (and played around ten hours) the HD re-release, and I am having a delightful time. Adding a few screen-space effects to make the outlines more organic in motion, and you get a jaw-droppingly pretty game. Scratches & Scuff Marks, Artwork Features Bumpy Texture, Dents &. There are big, dark outlines, billboards, all of it combined with textures which describe their elements using the same black outlines. Okami PlayStation 2 PS2 Black Label Game Disc Case Zelda-Like Amaterasu Capcom. The game looks like a living, breathing Japanese ink painting. If, on the other hand, you do not know Okami, here is a quick refresher. Happy.Īs most of you probably know, Okami is one beautiful game, and despite being something else, is one of the late PS2’s finest gems. One of these moments when you think about something, try it out, and it just works. ![]()
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