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#1
Ganondorf2002

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Are bump maps used in this game to define texture depth like in other games?  Or is this simulated in another way?

#2
A1x2e3l

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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.

:unsure:

#3
Adinos

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There are two different methods used in DA. The one more commonly used is simple bump mapping (the grayscale textures), which basically displaces the point along the normal vector (unlike, say NWN2's normal displacement, which is actually a 3D modification to the normal vector).



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
FalloutBoy

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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.

:unsure:


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
A1x2e3l

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I dont know, but they are RGB and with alpha channel.

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.
:devil:

Modifié par A1x2e3l, 06 décembre 2009 - 04:36 .


#6
Flobulon

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_d is diffuse, think the alha is for the alpha of the texture.

_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
Adinos

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Uhm.... you are forgetting the emissive (most of them have an "e" ending) maps and the relief (with a "_h" ending) maps.






#8
Darth_Rediculous

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So... where do i find the relief map files?

#9
Adinos

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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
Darth_Rediculous

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Well... I am trying to edit the bump maps for the Female Scale Armor and the Female Apprentice robes... I can't seem to find the files to edit... can anyone help there?


#11
Adinos

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You mean the normal map? the armours don't use a relief texture - just a regular normal map, which is named like the diffuse map - just ends in _n.



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
Darth_Rediculous

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Ok.. Well I have edited the normal map thinking it would change what looks to be a bump map but it doesn't seem to change things....