Aller au contenu

Photo

Tileset Textures


  • Veuillez vous connecter pour répondre
18 réponses à ce sujet

#1
IAmDeathComeForThee

IAmDeathComeForThee
  • Members
  • 287 messages
I'm wanting to add a new "Ice" cave texture for the tilesets IG as you can see in the screen below.  However, when doing so the top cap of the tile loses it's smoothened mesh and individual polygones are popping out ruining the tile.  All I've done is add my texture to the texturestilewall.2da so far for testing, and this is my result.

Also, is there a way to add glossiness to the texture so I can get that shiny Ice look, without having to create an entire new retextured tilset andding the gloss to the models in 3ds?  Thought I'd seen an area like that already with walls glistening behind placed lights.

Image IPB

Modifié par IAmDeathComeForThee, 22 décembre 2012 - 05:58 .


#2
-Semper-

-Semper-
  • Members
  • 2 259 messages
is this a retetxure of the vanilla rocky walls or a completely custom one? if the latter the double check where the uv isles of the top parts are lying within your texture.

you can add glossiness with a spec map which is handled through the alpha channel of the normal map.

#3
IAmDeathComeForThee

IAmDeathComeForThee
  • Members
  • 287 messages
OK thanks semper, it's a complete new map. Never thought to check the UVs.

What suffix does nwn use for a spec map? I assume it will get added on it's own if the main name is just the same as the main dds but with the added suffix?

#4
-Semper-

-Semper-
  • Members
  • 2 259 messages
there's no suffix! the spec map is stored within the alpha channel of the normal map.
btw if you ever want to add different maps (like tint or glow maps) you can't just simply create a texture with the proper suffix - the texture has to be linked within the mdb. best would be to simply clone the mdb with the mdbcloner and add your new texture there.

Modifié par -Semper-, 22 décembre 2012 - 03:10 .


#5
IAmDeathComeForThee

IAmDeathComeForThee
  • Members
  • 287 messages
Yea, I know what needs to be done when adding new maps. Actually this is why I was surprised I could even add a new texture to tiles simply using the 2da without having to physically apply it to the model in 3ds etc.

Can you point me in the right direction Semper how to a apply a spec map to the alpha of the normal? Never done that before. I use gimp for texture editing.

#6
kamal_

kamal_
  • Members
  • 5 254 messages
I have no idea but that texture looks really good!

#7
-Semper-

-Semper-
  • Members
  • 2 259 messages
tilesets are a bit different. there the mdb is saved with the default texture applied, further textures are handled through a 2da, therefore you can add those textures. but you already found that by yourself.

dunno how that works in gimp but usually you just add an alpha channel to your texture. within this channel you simply drop your map and the engine is able to adjust the spec amount properly. just be sure to save your normals dds with the alpha channel intact.

Modifié par -Semper-, 22 décembre 2012 - 03:34 .


#8
IAmDeathComeForThee

IAmDeathComeForThee
  • Members
  • 287 messages
Well I found a tutorial on how to add a speclar map to a normal maps alpha channel, so we'll see how I do. Im sure I'll get it figured.  And yea Kamal, it looks good cuz it's 2048x2048!:D

Just doing some messing around/testing for the fun of it to see what I can do.  Actually, I'm trying to get cube maps working as well to simulate freflections without too much success.  This guy managed to do it fine in NWN1 tho:

Modifié par IAmDeathComeForThee, 22 décembre 2012 - 03:36 .


#9
IAmDeathComeForThee

IAmDeathComeForThee
  • Members
  • 287 messages
Messed around much with cube maps semper?

#10
-Semper-

-Semper-
  • Members
  • 2 259 messages
nwn used another renderer. i doubt that obsidian's electron handles cube maps. perhaps a coder could inject such stuff with the help of a custom directx.dll - dunno if something could be achieved with the water shader or if the shader could be applied to parts of the model.

#11
IAmDeathComeForThee

IAmDeathComeForThee
  • Members
  • 287 messages
OK good to know, ah well. You would think the water shader should be able to be applied to models as well.

As far as the specular map goes, I got it applied to the alpha of the normal map, however the results are less than satisfactory compared to when I adjust the gloss and specular levels of my material in 3ds. It's just a more dull satin look compared to the sharp icy gloss look Ive otherwise gotten.


Here's some comparison screens, although note that the lighting in the two areas are different but you can still see the difference in "shimmer."

Gloss applied in 3ds:
Image IPB

specular map applied to normal aplha:
Image IPB

 I'll try messing more with the greyscaled spec map, but my white levels were very high as it was.

Modifié par IAmDeathComeForThee, 22 décembre 2012 - 05:03 .


#12
-Semper-

-Semper-
  • Members
  • 2 259 messages
there's nothing weird with that. the spec map only controls the amount applied. black is zero glossiness and white the full value. the cave tiles were exported with a rather pointy glossiness (10) for highlights, while a metal armor uses a value of 5.

you could play around with a full white spec map so that every corner of your texture reflects the same amount of light, but you won't get a shinier material without reexporting.

#13
IAmDeathComeForThee

IAmDeathComeForThee
  • Members
  • 287 messages
Ya too bad, would have been really nice to get that ice effect with one simple 2da entry as opposed to having to reexport each tile and make an entire new tileset. Shouldn't be too much work doing it that way I suppose, but a lot more then the other method.

Threw in some better pics above.

#14
-Semper-

-Semper-
  • Members
  • 2 259 messages
which glossiness value is used for the first screen? did you test the vanilla cave tile with your texture and full white alpha channel in the normal map?

you could also enhance the effect with a reflecting floor. just apply water right above the cave floor without the ripple effect but enabled reflection. this way the player's eyes are catching the floor more than the walls :D

btw those yellow reflections of the black top parts are caused because of the glossiness. if you use a spec map then just left the part of the uv isles of those parts pure black to fix this. if you gonna reexport all the tiles then play around with the material. perhaps seperate them as stand alone mesh parts with a stanard glossiness should fix this too. dunno if different materials on the same object work though.

Modifié par -Semper-, 22 décembre 2012 - 08:04 .


#15
IAmDeathComeForThee

IAmDeathComeForThee
  • Members
  • 287 messages
I did 100 gloss and 100 specular levels. So pretty high, probably could be toned down a bit but the effect still looks great.

I'll try the reflective floor idea as well, Ive actually done that fr a frozen lake before but never thought of it for this scenario. Should look pretty sweet.

Yea Im not sure if separate materials on the same object will show up or not IG. I know they do for placeables but not weapons I believe. I'll try it out though and figure out whats up with the UV for the tiles.

#16
kamal_

kamal_
  • Members
  • 5 254 messages
If you're going to do the floor with reflective water, remember that any traps below the water will not visibly display to the player, you don't see that red trigger marking them. An ice texture for the floor would do better (since you're already done the walls).

#17
PJ156

PJ156
  • Members
  • 2 985 messages
I am no expert on ice caves but I think both the textures you have are fine. I would move away from over reflective glossyness.

The lower picture looks quite dirty and might be the sort of cave you would get in the bottom of a glacier perhaps where the ice is carrying lots of particles and impurties. The upper picture would be in the upper part of a glacier or iceberg perhaps. Eother way the floor gloss is easy to achive in the toolset whereas the texture itself is not.

Either way I wondered if you intended to put these out to the community ? If so they would be very welcome. Certainly they would not get a frosty welcome.

Kind regards,

PJ

#18
IAmDeathComeForThee

IAmDeathComeForThee
  • Members
  • 287 messages
Yep, for sure I can release this to the community. Especially the simple texture swap you can just add yourselves to tiles in the toolset. Just three 2da entries is all I need to do for that. Although Hellfire's deep chasms don't take texture swaps, but maybe he could make a fix to allow this or i could figure it out for him, this would look great with that set. I'm not sure what needs to be done for that, probably something in the toolset 2das just needs to be switched on.

I'm still a fan of the gloss though, I think it's a much better look, but the other is probably good enough anyway.

#19
IAmDeathComeForThee

IAmDeathComeForThee
  • Members
  • 287 messages
Tiles 2da's I mean.

Modifié par IAmDeathComeForThee, 25 décembre 2012 - 01:47 .