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TINTMAPPING, ACME Armour, and You


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#1
Happycrow

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Hey folks.

Is anybody using Acme's Full Metal Packet?

 

Our PW has a Renaissance vibe to it in terms of gear and stuff, and we use this, but I've noticed that for enamelled or painted armor, I can never get the torso to tint well compared to the accessory pieces.  While I've thought about redoing it, the dude's armor is just too good to ignore.

 

At first I thought that the grey in the torso armor was throwing the tint - but it's that way on the accessories as well.  Perhaps a mismatch in how "high-gloss" the normal maps are? I'm not sure how that would factor, but am tearing my hair out here trying to get this figured out so that given in-game factions can have appropriately-enameled gear.

 

Thanks,

 

HC



#2
Tchos

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See if the tint map has an alpha channel.  If there are dark areas on the alpha channel, those areas won't be tinted as much, or at all if it's completely black.



#3
Happycrow

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Got it. Will do.



#4
Dann-J

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You're both potentially correct. Often a mismatch in tinting is due to a combination of tint map alpha AND the specularity of the normal map.

 

I spent quite a bit of time recreating some of the tint and normal maps for different races and sexes for particular armour types. A set of armour that looks great on a human male may not look so good on a female, or on another race entirely. It seems that a lot of the half-orc boots don't tint at all, for instance.

 

I found that the tint map for one of the human female scalemail armour types was completely screwed up. Someone managed to create mipmaps that switch the tint colours around depending on how far away you are from the character. The tints only match what you see in the toolset if you're zoomed in close to the female character.



#5
Tchos

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I found that the tint map for one of the human female scalemail armour types was completely screwed up. Someone managed to create mipmaps that switch the tint colours around depending on how far away you are from the character. The tints only match what you see in the toolset if you're zoomed in close to the female character.

 

That could happen if they saved the tint map once, creating mipmaps that time, then decided to switch which channel did what, but chose "use existing mipmaps" when they saved the second time (assuming they had the same options available as in the plugin I'm using).



#6
Happycrow

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Worked this last night.  Turns out there were three things.  I work in GIMP because free so ymmv with Pshop, but I took the tint dds and deleted with 70% opacity to get rid of the "extra extra shininess" and that got it 2/3 of the way. Then I painted white with low opacity over top of the grey of the main armor texture (leaving the rest of the normal map alone). Apparently the creator noted the mismatch and had tried to adjust the tintmap down in hue to compensate - once I used the "true blue" to match the rest of the tintmap's shades correctly, and did the other stuff, I got it close enough to where they can all be colored/enamelled as a matched set, and be close enough that most players wouldn't notice, or care if they did.

 

The extra shine on the highly-intense tintmaps on the accessories was then a problem, so I dulled those down as well.  So far it makes a huge difference if you want black-and-green Banites and blue-and-white Tyrrans and OMG THE RED IT HURTS Sunites.



#7
Tchos

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Were you working with both the tint map and the normal map, and their respective alpha channels, or just one of them?  You mention both here, and I can't tell.



#8
Happycrow

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I wound up working with all three.

In GIMP at least, the presence of the alpha map was within the single layer of the normal map file, rather than a separate layer I could get to distinctly, so I had to handle it as a single unit even with transparency. You guys in PS may not have that issue, or I'm a noob at GIMP, either possible.