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Old 12-16-08, 10:57 AM   #1
skwasjer
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Hi Danlisa, thanks for the tutorial, good job.

Some remarks:
- the alpha channel of the AO texture is actually a 'specular mask'. You can see evidence of this in the SH4-shaders (I've investigated this for the upcoming S3D icw. texture support). The specular mask however can also be in the alpha channel of the base texture (if this doesn't need the alpha channel!), and this difference is indicated in the UnifiedRenderControler where you have the option UseSpecularFromDiffuse (yes/no), where no implies to use it from the AO-map.

Here's another good specular map tutorial: http://www.wonderhowto.com/how-to/vi...-max-8-196435/

- the green/blue channels are swapped because the game also has two axis swapped (YZ), or at least, that's what I guess. It makes more sense to swap the values in the textures, then do it in the shader at the expense of cpu-cycles.

I think it's a decent way to get bumpmaps for low poly models, but it is not as good as generated normal maps from high poly models (although this may not give the desired result from the get-go either). That said, we don't have access to alot of older (SH3?) high poly models, so it's good to know this method.


[edit] As an aside to those interested in this subject, take a look at this thread I made a year ago:

http://www.subsim.com/radioroom/showthread.php?t=126436

It's not a tutorial, but does describe all the different maps and shows them applied to the Yamato in different stages.

Last edited by skwasjer; 12-16-08 at 11:16 AM.
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Old 12-17-08, 04:31 AM   #2
Anvart
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Quote:
Originally Posted by skwasjer
...
Some remarks:
- the alpha channel of the AO texture is actually a 'specular mask'. You can see evidence of this in the SH4-shaders (I've investigated this for the upcoming S3D icw. texture support). The specular mask however can also be in the alpha channel of the base texture (if this doesn't need the alpha channel!), and this difference is indicated in the UnifiedRenderControler where you have the option UseSpecularFromDiffuse (yes/no), where no implies to use it from the AO-map.
...

...
and skilled modders can create bump map manually (as variant withoit Hi-Low poly) ...
using Photoshop and Emboss filter ... you can create two images with different corners (one of variants!!! ... differ. = 100° (80° ... 100°))
and other parametres of the filter and then copy these two images into Red and Blue channels or in others ...
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Last edited by Anvart; 12-18-08 at 07:22 AM.
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Old 12-17-08, 06:02 AM   #3
kriller2
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Quote:
Originally Posted by Anvart
Quote:
Originally Posted by skwasjer
...
Some remarks:
- the alpha channel of the AO texture is actually a 'specular mask'. You can see evidence of this in the SH4-shaders (I've investigated this for the upcoming S3D icw. texture support). The specular mask however can also be in the alpha channel of the base texture (if this doesn't need the alpha channel!), and this difference is indicated in the UnifiedRenderControler where you have the option UseSpecularFromDiffuse (yes/no), where no implies to use it from the AO-map.
...

...
and skilled modders can create bump map manually (as variant withoit Hi-Low poly) ...
using Photoshop and Emboss filter ... you can create two images with different corners (one of variants ... differ. = 100°)
and other parametres of the filter and then copy these two images into Red and Blue channels or in others ...
Yep! that was how I made the bumpmaps for the "Warships retextured" and the PE project, it may not be 100% correct but it does the job.

Thanks for the tutorial Danlisa It's nice to see you care about the community and are trying to help the modders in the right direction.

..And Skwasjer your wisdom about these things never stops to amaze me
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Last edited by kriller2; 12-17-08 at 06:05 AM.
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Old 12-17-08, 07:14 AM   #4
keltos01
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thanks a bunch ! I will now try and make one for my Jyunsen B for starters



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Old 12-18-08, 07:26 AM   #5
Anvart
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...
and can try: http://shadermap.renderingsystems.com/
http://crazybump.com/forum/index.php
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Moses said: "Don't create yourself an idol"...

Last edited by Anvart; 12-18-08 at 07:37 AM.
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Old 12-18-08, 10:08 AM   #6
Rockin Robbins
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I hear scurrying sounds everywhere as modders rush to check their work and update it thanks to danlisa's contribution.
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Old 12-18-08, 10:49 AM   #7
keltos01
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but submarines don't use those n01 files now do they ???

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Old 12-18-08, 11:01 AM   #8
tater
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Thanks for this tutorial.
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Old 12-19-08, 06:34 AM   #9
Anvart
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Quote:
Originally Posted by Rockin Robbins
I hear scurrying sounds everywhere ...
Sorry ...

May be you hear sounds of your own gases ... ?
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Moses said: "Don't create yourself an idol"...

Last edited by Anvart; 12-20-08 at 03:03 AM.
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