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Friggin normal maps


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13 réponses à ce sujet

#1
Lotion Soronarr

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Made a new armor - a whole new set of textures. Diffuse, specular, normal...

Looks OK in DATool.

But in-game, it looks like this:
Posted Image

Uploaded with ImageShack.us

Could it be that the normal map is all wonky? The ones form the game are greyish/silverish. Mine is bluish.
Either that, or I made the eror somewhere else, but I did put in the correct texture names..

#2
ChewyGumball

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social.bioware.com/wiki/datoolset/index.php/Texture_Formats#Normal_Map

#3
Lotion Soronarr

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How the hell did I miss that?





Excuse while I go in the corner.....

#4
Talisander

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Wow, that armor actually looks kind of awesome :P



Would prefer that to some of the overly flashy sustained spell effects in the game! Or even just as a magic armor it could be cool. Hmm... It looks all glisten-y in the game, right? Almost like it's wet? I wonder if you could make a water elemental or undine spirit creature out of a human or elf body and armor like that?

#5
Lotion Soronarr

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Drat...no luck. I experimented with the textures, but I can't get it to work.

Irritating, but I'm not giving up that easily.

#6
DarthParametric

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Post your MAO and maybe your actual textures for us to have a look at.

#7
princecorg

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Have you created a high folder for your textures in your module\\data\\core\\texture folder?

Just copy\\paste your .dds from medium to high and should work in game.

I had the same issue with custom props that showed correctly in level editor and area editor but not in game.

It actually fixes it.

#8
Lotion Soronarr

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Small progress. I moved the textures to the high folder and the diffuse map shows up.

Posted Image

in game, golden tint:
Posted Image



Problem is, I can't get the normal and specular map right. I simply have no idea how to make them right.
Here's a .rar wiht all the graphics and mesh files:
http://www.mediafire.com/?uidd1jzh4my

#9
princecorg

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I assume you're using photoshop and the nvidia plugin.
For your normal map :
Open your diffuse map in photoshop.
I use the following parameters in the nvidia plugins (Add height to normal map, filter type 4 sample, height source : average rgb, alpha field : height). Apply.
Now copy your red channel and paste it into alpha 1, copy green channel and paste it into red and blue.
Save using dtx5.
I wish it will work for you.

Modifié par princecorg, 30 mai 2010 - 06:41 .


#10
mikemike37

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okay ive had a look and a couple of things are wrong and a couple things im not sure if you intended them to be that way. For reference, see http://bg2redux.stud...exturesAdvanced - everything i suggest is pretty much already in that tutorial on material and textures.



okay, normal map: your alpha is entirely white, which means that you have no X normal... youve only got half a normal map. Secondly, I think you just greyscaled your diffuse for the RGB channels? as the poster above has indicated, you can use the plugin but i see you already have a normal map youd like to use. copy the red channel from pn_arm_phna_NORMAL onto the alpha channel of pn_arm_phna_0n. Copy the green channel from pn_arm_phna_NORMAL onto the red, green and blue channels of pn_arm_phna_0n. That should fix the normal map.



next: your specular - theres nothing technically wrong with this, what was it that was bugging you? its very grey, but theres nothing wrong with that. Im not sure what effect the alpha is having... im not sure what a specular alpha does. perhaps remove that.



next your mao: you're using a tintmask from another material... is this wanted? if not, simply delete the line. if you want greater specular reflection, increase mml_fSpecularReflectionMult, and for a reflective surface you need a fresnel texture (i think thats the one?). the line can be added as follows:



<Texture Name="mml_tFresnelMask" ResName="ad-dagger03f.dds"/>



okay, thats all i can see without looking at it in-game, but i think those fixes should set you straight.

#11
-Semper-

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specular maps: rgb channels determine the color of the reflection and the alpha channel determines the amount of reflection. so do not delete the alpha channel! ;)

#12
mikemike37

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oh rly? thanks semper.

#13
Lotion Soronarr

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Thanks guys..I?m gonna try this out when I get back home during the weekend.



One semi-related question.

Anyone here managed to import a weapon mesh into the game sucesfully?

#14
mikemike37

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yeah theres already mods that have done it successfully. I've done a lot of model exporting, but not weapons (though I have done the 2da side to get the variations/weapon types in for other people), but im sure between us the community can get you through it. :)

Modifié par mikemike37, 01 juin 2010 - 12:17 .