anyone got any idea on how to implement the bump map for the sub's tower ??
I've made two and can't get them to show up ingame..... keltos |
Ok, heres are the skins, the occlusion map was created by Mikhayl.
http://files.filefront.com/Bisamrksk.../fileinfo.html |
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Hi all.
I have no model to import. But...I am working on ways to improve my sub skins. Could I use this tutorial to clean up one of the stock subs from v1.5? Because when skinning a stock sub, the original (lightmap?) bleeds through. I need a clean slate to work with. Thanx all. |
another need be sticky... :yep:
keltos or can't we make a directory with all the tutorials that help making a sub ? |
bump !
fitting term for a bump map ;) |
Hi all,
I have a problem with my normal maps. If i activate the map in the .upcge file I can see the bump maps in the game, but if i do so the reflections from the specular map became visible on the wrong side of the model (instead of the area, where the sun shines on they are on the shadowed side of the hull). If I delete the N01 file everything is ok. I have made more tests, and imported an original normal file: NSampan01_N01.dds. If I use this file everythings seems to be ok. As next step I tried to save the NSampan01_N01.dds with the nvidia photoshop plugin with the settings described in the bump map tutorial from danlisa (http://www.subsim.com/radioroom/show...light=tutorial) --> 8.8.8 RGB (I did so before with my own normal map.) Then I have recognized that the new NSampan01_N01.dds file is much bigger, then the old one and the colors and contours of the new file has also changed a little bit. So I tested several settings in the photoshop plugin but I couldn't save the original file without changing the content of the file. Could anybody help me? |
Mikhayl had a similar issue:
http://www.subsim.com/radioroom/showthread.php?t=136354 Did you also change the specular/ao map texture _O01? |
He has mad a typo in the upc file and he have had the A0 map in the alpha channel in the O01 file. I have the grayscale version of the T01 file in the alpha channel of the O01 file, so I don't know, what I have made wrong.
I have uploaded the file here: http://rapidshare.com/files/327427463/Type205.rar.html PS I get the specular effects on the wrong side too, if I import the obj file of the hull with the setting "import vertex normals" (with deleted N01 map). [edit] I have found a solution: In photoshop, under the nvidia export menu is a button called "Write Config..". Here is a setting called "Calculate Luminance" which has to be dectivated. After I did so the saved images were the same, as the original SH4-N01 images I opened with photoshop. I saved my own normalmap with this setting + DXT1 and now the reflections are visible again on the correct side of the submarines hull. But if I activate the normal map there is still an ugly graphic glitch in on the surface of the hull. It is a line going from the bow to the aft of the submarine near the water line. Maybe that problem is comming from the caustics effect... |
Bump.
May be useful. |
looks to me that you had a bit of lucky day, instead of dropping bombs the played paint em'
now they have a way of finding you at night. ultraviolet white paint. :har: :har: :har: |
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I actually bumped the wrong one!
But nevertheless, this is very useful thread to have floating around page 1 for a while :DL |
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