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Save Settings for Textures


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8 réponses à ce sujet

#1
Freely

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Hi all,

I'm trying to change the look of armour by altering the texture files. I'm currently using the nVidia plug-in via Paint Shop Pro to alter the DDS files.

So far, I've managed to determine that the diffuse map (xxxx_d.dds) files can be saved as DXT1 (RGB 4bpp no alpha)with/without mip maps and the normal map (xxxx_n.dds) files are best saved as DXT3 (ARGB 8bpp explicit alpha) with mip maps.

However, I am having a lot of difficulty working out how I should be saving the specular map (xxxx_s.dds) and tint map (xxxx_t.dds) files. So far, every setting I've tried makes the textures look odd in-game. I've noticed that there are a lot of different options in the save window.

Does anyone know what options/settings I should be selecting to alter and save these files to ensure the work in-game?

Any help will be appreciated.

#2
Phelissa

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I had asked this question earlier.. Linky - http://social.biowar...8/index/617365/ not sure if this is what ya need, hope it helps!

#3
Freely

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Thanks Phelissa. This helped a lot. I've now got my textures working.

EDIT:

Removed my old next question as I got the normal map working. Unfortunately, even after changing the specular map, the texture in-game won't update. Any ideas?

Modifié par Freely, 20 janvier 2010 - 10:32 .


#4
Phelissa

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Have you placed the textures in the 'override' folder located in the My Documents folder area? Should be a topic on this also, lemme see if I can find the linky.

#5
DarthParametric

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What settings have you used?

Modifié par DarthParametric, 21 janvier 2010 - 12:09 .


#6
Freely

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Thanks to you both for your responses.



In answer to the first question: Yes, all files were placed into the right override folder.



In answer to the second question:



I firstly tried saving the specular map as DXT5 with all other settings as default, but this made the entire texture extremely reflective. I also tried saving the default (unaltered) file as this and it did the same.



So, I tried saving as some other options, but each time when I added the file to the override folder it did not change the specular map in-game.



When I have time I'll provide more details of save settings.



I suppose the question now is, am I changing textures in the right way, i.e. altering all 4 files manually and trying to save them, or is there an easier way to alter a texture, i.e. alter the diffuse map and crate all other maps from this?

#7
Freely

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Firstly, what I am attempting to do - add chainmail textures from heavy chainmail "hvyc" (amongst other things) into "masd" massive armor textures.

To do this, I've been adding the relevant pieces from the appropriate map of the heavy armor into the appropriate map of the massive armor. So, copying bits from hvyc_0d into masd_0d, copying bits from hvyc_0n into masd_0n etc for the other two files.

Ok, further details for my saving:
Diffuse maps (xxxx_0d.dds)
Altered the default map. Any way I save these seems to work, but based on Phelissa's post I've saved this the following way:

DXT5 ARGB 8 bpp interpolated alpha
Generating mip maps
2D Textures
"Image Options" - Color Map

Normal maps (xxxx_0n.dds)
Had some trouble with this and I don't know if my work around is causing more harm than good. I altered the default grey normal map. Then I converted it to the purple type of normal map in the save to ensure all channels were altered. I used the following settings:

DXT5 ARGB 8bpp interpolated alpha
Generating mip maps
2D Textures
"Image Options" - Texture Map: Tangent Space
"Normal Map Settings" - Convert to Tangent Space Normal Map, "Height Generation" 4 sample, "Height Source" Average RGB, "Alpha Field height"

Specular maps (xxxx_0s.dds)
Again, I altered the default specular map to achieve this. Had problems with getting this to work. Most of the compression types result in a file that still shows the default map. With DXT3 & DXT5 I can still see the default specular lighting. With DXT1 there are issues around the edges of the armor, which looks like the anti-aliasing has gone nuts.
 
Anyway, after much messing around I think I finally nailed it:

DXT5_NM XY 8 bpp using DXT5
Generating mip maps
2D Textures
"Image Options" - Color Map

This has finally seemed to fix my problems.

Tint maps (xxxx_0t.dds)
Any way I save these seems to work, but based on Phelissa's post I've saved this the following way:

DXT5 ARGB 8 bpp interpolated alpha
Generating mip maps
2D Textures
"Image Options" - Color Map

What I will say is that this is the very first time I've altered textures beyond the diffuse map, so this may be very messy and not the most efficient way of creating textures. Any advice would be appreciated.

Thank you to you both for help me work through this.

Modifié par Freely, 21 janvier 2010 - 05:40 .


#8
Freely

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Thought I'd let you see the results. This is the altered Effort chest:

Posted Image

Modifié par Freely, 21 janvier 2010 - 05:39 .


#9
Phelissa

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Nice! got it goin I see :)