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#1 |
Weps
![]() Join Date: Jul 2006
Location: Panzer barracks, Germany
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Just wondering if we can get good normal maps ie the ones on the ships, at certain angles and light the normal maps r quite detailed and has a really cool textured look to them. I think everybodys seen this, well my question is why dont the subs have this, especially since the Release of ROW most time now is spend ooogling at the beauty of this game. Thiers got to be a way to make the subs have the awesome normal maps, what i mean by that is the super textured looks like alot of the newer first person shooters that have depth and looks like the surface is not flat but hahaha Textured.
SOrry if this has been asked before, just something that i think this awesome mod community could handle, oh and Foofighters ur skins rock, but if we had the normal maps the ships did, that be even awesomer hahaha. Jonesy yup another op cancelled here in Iraqistan, hearts and minds stuff is gay. ![]()
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#2 | |
Grey Wolf
![]() Join Date: Oct 2005
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#3 |
Weps
![]() Join Date: Jul 2006
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k well in the options menu, graphics, thiers an option for ship normal maps, but not for the subs. if u look at a ship at sunrise or at dawn, ull see what im talking about. I dont have the technical terms in my vocab, but basicly, the sun light hits the hull of the ships and u can see the normal maps. I guess its hard to explain, but the skin is rough and shiny depending on the camera angle. Next time im in game ill try and take a screenie.
Jonesy ![]()
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#4 |
Navy Dude
![]() Join Date: Oct 2006
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I believe rcjonessnp175 is refering to the N01.dds texture files, which the subs are indeed lacking. And I fully agree, they could definetely serve to up the level of sub detailing to something more along the lines of the following.
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#5 | |
Commodore
![]() Join Date: Mar 2005
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On the first hand, i believe normal maps were not added because there's not much detail you could need to add using normal maps on the subs. Try to think about what detail you would add if you were to make such a texture, you'll see that for a sub, there's not much need of it (too much flat, no doors, no small details like windows, ropes, buoys etc.) or such details being already 3d modelled. However i started to get interesting because i thought there could be minor improvements, such as every limber holes outline. The problem is, we couldn't at present fully export 3d model inside, say, 3dsmax and import them back with new textures UVW coordinate and reference which should pretty much be the way. Pack3d did that for SH3 and stills work when exporting certain models from SH4 (i use it for sub hull for working on my mod bubbles), but it don't know how to handle certain features that are SH4 only and thus textures don't work when you import a model back. I believe there might be a way to manually add a texture node to a model using skwas S3D + hex editing. UVW coordinates might be complicated to implement though Not to mention, S3D seems to have problems reading textures nodes right in the dat files (no coordinates, no reference for the .dds files etc.) |
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#6 | ||
Grey Wolf
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One for left and one for right side of the sub. Then we can add numbers etc.. |
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#7 |
Planesman
![]() Join Date: May 2005
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did anybody try just adding a ...N01... texture to the folder? it's just a thought, but maybe there already is a normal map referenced inside the model but not found..
i'd try creating a grayscale heightmap on top of the regular texture (for alignment); then running the normalmap filter over it, flatten and save under the same name except replacing the "T" with an "N"... if anybody already tried this then please forget i said anything ![]() |
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#8 | |
Commodore
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#9 |
Planesman
![]() Join Date: May 2005
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![]() ![]() ![]() look in "NSS_Porpoise.upc". you'll find the "NormalmapTextureName" parameter is NULL. Set it to "data/Submarine/NSS_Porpoise/NSS_Pclass_N01.tga" and the normalmaps appear if you've created them correctly and put them in the right place. the are a few parts that are not covered by that normal map, but i imagine there is a place somewhere else where you can activate those. |
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#10 | ||
The Old Man
![]() Join Date: Apr 2007
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![]() In SH4 pretty much all textures are external and their file/path is determined based on the label of the material (for ships etc. remove cfg#TXR_ and you've got the filename...). Second, the game uses a file search method where it first searches the directory where the .dat is located, then it will search the textures folder. [edit] The sub textures are only for the hulls. To have a complete look, you'll also have to add normal maps for conning towers and other objects... You'll also want to add a height map (alpha channel Oxx texture)...
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#11 | |
Planesman
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to add the conning towers you gotta look inside UPCData\UPCUnitsData and then the unitparts file you're interested in. look for the conning tower normal map overrides (idk where the parameter is first defined maybe skwasjer can point you in the right direction?). you also need to create those normal maps based on the textures found in textures/tnormal/tex of course.
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#12 | ||
The Old Man
![]() Join Date: Apr 2007
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Bump mapping in general: http://en.wikipedia.org/wiki/Bump_mapping Height map: http://en.wikipedia.org/wiki/Heightmap Normal map: http://en.wikipedia.org/wiki/Normal_mapping An interesting summary page with screenshots: http://www.modwiki.net/wiki/Texturing The height map is stored in the alpha channel of the Oxx. The normal map is stored in RGB of the Nxx. The ambient occlusion/shadow map is stored in RGB of Oxx (http://en.wikipedia.org/wiki/Ambient_occlusion) The 'LightmapTexture' is the ambient occlusion/shadow map. In a 3D editor you speak of ambient occlusion, but the baked texture that is used in the game is a 'lightmap'. ![]()
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#13 |
Weps
![]() Join Date: Jul 2006
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im a noob but from that pict this looks promising, so is this basically just a edit a config type file to activate this, or is thier much more to this puzzle? Either way goodjob tracking down what has been found
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![]() The mother ship,Coolermaster HAF, I7 intel overclock 4ghz, , 6gb mem, 5870 crossfire, soundblaster Xfi titanium , Oh and 52 inch samsung 750 120hz. 7.1 onkyo 1200 wattss system ![]() Last edited by rcjonessnp175; 09-29-07 at 05:29 PM. |
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#14 | ||
Planesman
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question is, what is that "heightmap" used for by sh4? sh4 doesn't support prallax or displacement mapping (where a heightmap of some kind would be required) and the bump-mapping is done via normalmap as far as i know. That's why i thought it's not a heightmap at all but used for another purpose like specularity for example. as for the light-(or rather shadow-)map: did i understand correctly that it is used the put pre-calculated shadows on objects like a multliply layer in photoshop? edit: for anyone interested, i've made a normalmap for the porpoise class. if you're new to this you can use it as a guideline for creating new normalmaps ![]() http://files.filefront.com/NSS+Porpo.../fileinfo.html this is just a demonstration - right now i'm not planning to do each and every sub and its parts. unless i change my mind, of course ![]() Last edited by l3th4l; 09-30-07 at 04:44 AM. |
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#15 |
The Old Man
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Maybe you are right. I have not tested all texture types/channels using my model renderer yet. I have no 3D software and am a modeller nooby, so I can't test it in such software. My conclusion is only based on looking at some textures and testing them in a custom written renderer. Maybe it also has to do with a fallback effect (possibly based on a SH4 gfx setting), normal mapping can be expensive - performance wise - on older gpu's.
As far as the lightmap, yes, it's indeed blended over the diffuse map.
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