Converting Textures
#1
Posté 21 février 2010 - 07:11
http://social.biowar...mats#Normal_Map
is somewhat confusing, I ask: is there a way to convert the standard NormalMaps to a Dragon Age compatible format? or I can still use the blue ones?
#2
Posté 21 février 2010 - 08:52
#3
Posté 21 février 2010 - 11:16
#4
Posté 22 février 2010 - 11:08
can you post a tutorial for this? I'm new to modding, I have a lot to learn.Adonnay wrote...
Just copy the red channel to the alpha channel and copy the green channel to the red and blue one. Worked for me...
#5
Posté 23 février 2010 - 09:39
#6
Posté 23 février 2010 - 12:06
For those that do not have access to such programs, or are not experienced in using them, i quickly put together a converter program which you can download at:
http://social.biowar...ct_file_id=3023
You need the .NET 3.5 framework for it!
#7
Posté 23 février 2010 - 12:17
#8
Posté 23 février 2010 - 12:42
Normal maps those are related in terrain textures are most often the "blue ones". The grey ones have never worked for me. So, the article in the wiki could be wrong. There are too many articles based on pure guesswork.Dark_Ansem wrote...
is somewhat confusing, I ask: is there a way to convert the standard NormalMaps to a Dragon Age compatible format? or I can still use the blue ones?
#9
Posté 23 février 2010 - 12:44
#10
Posté 23 février 2010 - 01:13
Modifié par BioSpirit, 23 février 2010 - 01:13 .
#11
Posté 23 février 2010 - 01:40
#12
Posté 23 février 2010 - 01:53
BioSpirit wrote...
Normal maps those are related in terrain textures are most often the "blue ones". The grey ones have never worked for me. So, the article in the wiki could be wrong. There are too many articles based on pure guesswork.
It's not wrong per se, just incomplete. It was written referring to normal maps for armour/body/head/etc models, as they are what the majority of people will be dealing with. If terrain uses standard tangent space normal maps then you should add that detail to the page.
#13
Posté 23 février 2010 - 03:01
hunharibo wrote...
You normally use Photoshop or any other advanced image manipulator program.
For those that do not have access to such programs, or are not experienced in using them, i quickly put together a converter program which you can download at:
http://social.biowar...ct_file_id=3023
You need the .NET 3.5 framework for it!
now that's some work! thanks!
#14
Posté 23 février 2010 - 03:02
DarthParametric wrote...
BioSpirit wrote...
Normal maps those are related in terrain textures are most often the "blue ones". The grey ones have never worked for me. So, the article in the wiki could be wrong. There are too many articles based on pure guesswork.
It's not wrong per se, just incomplete. It was written referring to normal maps for armour/body/head/etc models, as they are what the majority of people will be dealing with. If terrain uses standard tangent space normal maps then you should add that detail to the page.
but it's still better to use grey Normal Maps instead of blue ones for equipment?
#15
Posté 23 février 2010 - 03:39
#16
Posté 23 février 2010 - 04:34
Modifié par Dark_Ansem, 23 février 2010 - 04:35 .
#17
Posté 23 février 2010 - 04:48
There is a debate currently that they might work for terrain materials.
#18
Posté 23 février 2010 - 08:29
then we all owe you something. A beer, or whatever you wanthunharibo wrote...
For anything that is not a terrain texture blue normal maps will most certainly NOT work (weapons, armor, buildings, props, anything that is a model)
There is a debate currently that they might work for terrain materials.





Retour en haut







