![]() Now look at the cracks and relief, they are correct as in the LoG1 example. #3: Phitt's method, I inverted the green channel, copied the green channel to alpha channel then copied red channel to green channel and exported DXT5. I also tried the first method of copying the red channel to alpha channel and filling red & blue channels with black then exporting as DXT5 and the altar looked the same as this one (I was sure to restart not reload). OK, but look at the cracks and relief, they appear flattened and indented. ![]() #2: Same altar but in LoG2 with normal map exported as DXT5nm. I compared the altar in LoG1 and the same altar imported into LoG2 with different normal map treatment. Very helpful thread, thank you Leki & Phitt. Or if you are making normalmaps from diffuse textures, do it in right way. ![]() I spent a lot of time making different normal maps filles, including object space versions etc, without ingame effect, until I found this 'great editor feature' (glosines material definition without ingame effect helped me to find this bug)įor more info, you can read this article: To be honnest I'm not 100% sure if saving in DXT5nm works in right way.Īnd one more important note: You may be frustrated as I was, until you find that Editor must be fully restarted (forget CTRL+R) to load new textures. If you're just starting, it might be easiest to just use this method at least while you're getting your normalmapping technique itself sorted out. This file will indeed look like a grayscale (with some transparency) since most DXT5nm saving procedures move the red channel into alpha channel and copy green channel to red and blue channels to make an uniform RGB image. Second (untested) way is to save the purplish normal map into DXT5nm compressed file with a DDS plugin, which does the trick in the sense that FS2_Open should be able to read the file. Step 3 - save as DDS file that has full alpha channel -> DXT5, (not DXT5nm since it will just ruin your channel management with it's own and you end up with bad file). Step 2 - manually fill red and blue channels with black, which reduces the amount of information that the DXT compression needs to store, to some extent. Step 1 - manually copy red channel to alpha channel (in Photoshop go to Channels, add new chanel (it's Alpha), CTRL+click on Red channel, then select alpha channel and paste) When you save into FS2_Open-usable normal map, you have two options. ![]() However you shouldn't be too confused by the -nm suffix in the file type the file is a normal DXT5 file with some channel management to take care of the normals information being in the correct channels. This is called normal map-style DDS file, and the most common format is dxt5nm since it takes advantage of the awesome dxt5 compression. Red and blue channels are completely ignored. It means, you have to change your normal maps making pipeline to get propper results.įollowing tutorial is reposted important part from here, by Herra Tohtori.įS2_Open shader system uses a set-up where it reads the green channel and alpha channel of an image for u/v co-ordinate normals data. Here is a short tutorial, how to make valid normal maps for your custom models:Īfter several tests with custom models, I concluded that LoG 2 engine uses FS2_Open Shader. ![]()
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