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Topic: Custom Textures have white tint when using a normal map |
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Category: CoD4 MP Mapping Posted: Wednesday, Jan. 20, 2010 01:15 pm |
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First off, this isn't the same problem as *]SAS[*Foamy's two topics...
Basically if I don't use a normal map, I'm able to get my texture to show up fine in both radiant and in game.
However, when I use a normal map (created in photoshop using Nvidia's normal map filter) my texture comes out tinted white in both radiant and in game...
I noticed next to the colour map in assman that there is a tint box which is currently white - but this is how it defaulted so I left it alone. Is the problem to do with this tint?
I'm probably just missing something simple
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jeannotvb |
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General Member Since: Dec 8, 2007 Posts: 620 Last: Feb 1, 2010 [view latest posts] |
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cskiller86 |
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General Member Since: Nov 23, 2009 Posts: 528 Last: Oct 25, 2011 [view latest posts] |
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cskiller86 |
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General Member Since: Nov 23, 2009 Posts: 528 Last: Oct 25, 2011 [view latest posts] |
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zeroy |
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General Member Since: Nov 26, 2007 Posts: 1060 Last: Mar 12, 2014 [view latest posts] |
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Category: CoD4 MP Mapping Posted: Wednesday, Jan. 20, 2010 08:34 pm |
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cskiller86 writes...Quote: How do you save your normal map ? You open the colormap, save as DDS and select the normal map settings, then open the DDS and save it as TGA 24 bit ?
Just an advice on saving custom textures, i always go for TGA then the following:
- TGA 24bits : if the texture is has no alpha channel (i.e not transparent)
- TGA 32bits with RLE Compression: if the texture as an alpha channel
If you must save as DDS i use this:
- DDS DTX1 No Alpha: if no alpha channel present
- DDS DTX5 Interpolated alpha: if alpha channel present
It saves in space as well as preserving the alpha channels where required. |
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Category: CoD4 MP Mapping Posted: Wednesday, Jan. 20, 2010 10:28 pm |
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cskiller86 - only ticked case to make it easier to find in radiant (though it's probably not the most appropriate category!)
I'm making my normal map, by opening my colormap .dds in photoshop (without the mipmaps) and then running the nvidia normal map filter across it and saving as a 24bit .tga
Thanks for the tip zeroy, what's the benifit of dds then? tga is smaller file size Vs mipmaps from the dds? (galactic warfare is awesome btw )
How many .iwds am I supposed to be getting from this, just hedge.iwd? |
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jeannotvb |
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General Member Since: Dec 8, 2007 Posts: 620 Last: Feb 1, 2010 [view latest posts] |
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Category: CoD4 MP Mapping Posted: Wednesday, Jan. 20, 2010 11:42 pm |
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Beej writes...Quote: cskiller86 - only ticked case to make it easier to find in radiant (though it's probably not the most appropriate category!)
I'm making my normal map, by opening my colormap .dds in photoshop (without the mipmaps) and then running the nvidia normal map filter across it and saving as a 24bit .tga
Thanks for the tip zeroy, what's the benifit of dds then? tga is smaller file size Vs mipmaps from the dds? (galactic warfare is awesome btw )
How many .iwds am I supposed to be getting from this, just hedge.iwd?
If you have multiple custom textures just put your images folder in an .iwd and call it "custom_textures" or something.
.dds is a must have for color maps because of the mipmaps, you can test this yourself by using no mipmaps and you will find that on large distances the textures start to flicker which ugly (this is because the quality of the texture is unaffected) mipmaps are smaller less detailed versions of your texture that will be displayed when you're viewing it over a long distance.
In Photoshop when opening a .dds you can tell it to display the mipmaps aswell - you will see what I mean. |
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Category: CoD4 MP Mapping Posted: Thursday, Jan. 21, 2010 10:39 pm |
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I worked out the problem, I was using hedge.dds and hedge.tga which was giving me hedge.iwd and that odd off-white colour.
So I changed the filenames of the source files so that I was using hedge.dds and hedge_n.tga and now I get two .iwds from it - hedge.iwd and hedge_n.iwd and my texture appears properly in game (although alot brighter and more saturated than it looked in photoshop! But easily fixed)
But whatever brush I texture with my new hedge texture I can run straight through it... Probably just a setting in assman, anyone know which? I want nice solid hedges!
edited on Jan. 21, 2010 06:30 pm by Beej
Recompiled and everything is solid and working, thx for the help guys
One last question though, if I use a higher res .dds (say 1024x1024) will the texture look better (less blocky) in game? |
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cskiller86 |
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General Member Since: Nov 23, 2009 Posts: 528 Last: Oct 25, 2011 [view latest posts] |
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