DDS referencing MDB file?
Débuté par
johnbgardner
, août 09 2012 06:07
#1
Posté 09 août 2012 - 06:07
I'm somewhat confused about how the toolset associates DDS files to a particular model. For example, I think some DDS files are used by multiple models, like those associated with the PLC_BC_HouseXX placeables. There are several DDS files, e.g. PLC_BC_HOUSE01, PLC_BC_Houses01, PLC_BC_Houses, etc., some of which don't have an exact model name match. I think I understand the _n and _t suffixes, as well as the XXXXXXWin type suffix (I'm assuming a special window texture). Is there a file I can look at that associates a model to a DDS filename? I've looked through all of the 2da files, but none seem to have that data. Or perhaps, there's a tutorial or some wiki information I haven't found yet? I'd appreciate someone giving me a bit of insight into this so I can perhaps start creating my own texture files. Thanks muchly in advance.
#2
Posté 09 août 2012 - 08:11
the texture names have nothing to do with the names of the model files. they are connected through the exported mdb, it's written within the file. you can easily check the link by opening the mdb with a text editor or importing the file to a 3d modeling program. mdb cloner also does the job somewhat.
the suffixes mean the following:
- _d is the diffuse map (the base texture of the model)
- _n is the normal map for baked bump mapping details
- _t the tint map for color variation
- _i the emissive map for glowing parts
the spec map is hidden within the alpha channel of the normal map to save vram. lots of placeables do share the same texture set to keep resources low. actually those 1k textures are divided into 10+ small parts.
the suffixes mean the following:
- _d is the diffuse map (the base texture of the model)
- _n is the normal map for baked bump mapping details
- _t the tint map for color variation
- _i the emissive map for glowing parts
the spec map is hidden within the alpha channel of the normal map to save vram. lots of placeables do share the same texture set to keep resources low. actually those 1k textures are divided into 10+ small parts.
Modifié par -Semper-, 09 août 2012 - 08:21 .
#3
Posté 10 août 2012 - 03:39
^What he said. I had the same confusion for a while.
#4
Posté 13 août 2012 - 02:52
Thanks muchly for the info. I take it I should look in the .mdb file for the DDS filenames. I'll start looking for a .mdb file viewer. I appreciate it.





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