Bumps
#1
Posté 05 décembre 2009 - 03:51
#2
Posté 05 décembre 2009 - 04:44
the same game engine often uses very different textures for bump map e.g bump
maps in NetImmerse/Gamebryo engine are different from based on this engine
Morrowind/Oblivion (engine was modified in these games by developers). It seems
to be that gray scale textures with “n” suffix should be used in bump maps slot
of Blinn shader (3ds Max). There is a lot of controversy on modding forums
about bump, normals, parallax, and sometimes displacement maps. And it is
really necessary to clarify what all these suffixes mean “d” (I guess stands
for diffuse), “n” (noramls but in gray scale?), “s” (self illumination, glow
?), “t” (transparency ?), etc. how to create these textures correctly, how
alpha channel should be used for this maps. I have no idea.
#3
Posté 05 décembre 2009 - 03:15
However, DA also offers relief mapping. It is more advanced, but also slower, which is why I guess it is rarely used. Relief mapping is very useful for something like brickwork.
#4
Posté 05 décembre 2009 - 07:38
A1x2e3l wrote...
I would also like to now that. BTW different games even with
the same game engine often uses very different textures for bump map e.g bump
maps in NetImmerse/Gamebryo engine are different from based on this engine
Morrowind/Oblivion (engine was modified in these games by developers). It seems
to be that gray scale textures with “n” suffix should be used in bump maps slot
of Blinn shader (3ds Max). There is a lot of controversy on modding forums
about bump, normals, parallax, and sometimes displacement maps. And it is
really necessary to clarify what all these suffixes mean “d” (I guess stands
for diffuse), “n” (noramls but in gray scale?), “s” (self illumination, glow
?), “t” (transparency ?), etc. how to create these textures correctly, how
alpha channel should be used for this maps. I have no idea.
I'm pretty sure the "s" suffix means specular map. Usually a grayscale mask used to modulate the specular highlights so that you can make parts of the texture more shiny than others.
#5
Posté 06 décembre 2009 - 04:30
To be honest I do not understand why we have to guess,
or game texture maps are also third party property and some selected textures
were also encouraged to reverse engineer that as well. Why not to post description of
all used in game texture maps specification on wiki? Docs for all game engines
have several chapters about materials, shaders, etc. and detailed descriptions
how to create them in 2D and 3D software.
Modifié par A1x2e3l, 06 décembre 2009 - 04:36 .
#6
Posté 06 décembre 2009 - 07:06
_n is the normal map, saved as a DXT5_NM.
_s is the specular, the RGB controls colour and brightness, the alpha is the mask for the specular.
_t is the mask used for tints. Each channel controls a different aspect of the tint. Used for material type/ progression mainly.
Hope this helps.
#7
Posté 07 décembre 2009 - 12:52
#8
Posté 11 décembre 2009 - 08:14
#9
Posté 11 décembre 2009 - 09:29
Dath_Ticklish wrote...
So... where do i find the relief map files?
Well, there are only a few relief textures.... Here is a list:
cai_dtrims1_h.dds
cai_dwall01_h.dds
carvebark02_h.dds
dwi_wall03h.dds
eci_wall_h.dds
fce_wall04h.dds
fci_canvas2_h.dds
fci_crwindow2_h.dds
fci_egrnd4_h.dds
fci_ewall1_h.dds
fci_ewall2_h.dds
fci_ewall3_h.dds
fci_ewall4_h.dds
fci_igrnd1_h.dds
fci_igrnd1_h.dds
fci_iroof_h.dds
fci_iwall2_h.dds
fci_iwall3_h.dds
fci_iwall4_h.dds
fci_iwood1_h.dds
fci_iwoodp_h.dds
mousnow02_h.dds
mousnow02_h.dds
plasterwall04h.dds
plasterwall05h.dds
plasterwall06h.dds
prp_fleshtile_h.dds
prp_rock06_h.dds
roofshingle02h.dds
shutter01h.dds
tce_brconcrete_h.dds
tce_floor1_h.dds
tce_stwall01_h.dds
tce_trims_h.dds
tce_wall02_h.dds
tce_wall06_h.dds
tci_eagle_h.dds
tci_floor1_h.dds
tci_stair2_h.dds
tci_trim2_h.dds
tci_trims_h.dds
tci_wall1_h.dds
ter_dirtrock_h.dds
ter_rock01_h.dds
texture_atlas_h.dds
woodpillar01h.dds
woodplank_h.dds
#10
Posté 11 décembre 2009 - 11:17
#11
Posté 11 décembre 2009 - 11:55
If you can wait a bit I am about to release version 0.5 of DATool, which will save all the DDS files used by the model you select, not just the diffuse one, like version 0.4.
#12
Posté 12 décembre 2009 - 04:23





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