Solved Normal maps, how do they work?

Discussion in 'Mod Support' started by Djplopper, Jul 12, 2016.

  1. Djplopper

    Djplopper
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    The title is pretty explainatory, i have many ideas for normal maps but i couldn't find out how to get them to work
     
  2. Aleferna_dls

    Aleferna_dls
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    I think there was a tutorial to do them... It uses the Game editor, but the system to do them in another program and export them is more or less the same (I thinko_O) I used this tutorial to do a tatty map using gridmap as base, and it worked, but deleted it because it was too simple and small (Just some buildings, terrain variatiopns and jumps) Here it is:

    Hope it work (Of course it will do, you´re a "crack" xD (I don´t know if there´s traduction in english in this contxt, so I explain: It means you´re really good in something)
    Cheers Mate ;)
     
  3. Narwhal

    Narwhal
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    Uh m8 thats not a normal map. Unless he isnt talking about cars? Normal maps are part of the car creation process. Or im misreading that. Either way ill put in my 2 cents

    if you are talking about normal maps, gimp with the normal map editor i heard is good. i have created normal maps from scratch with it. just make a gray scale image and it can convert it to the normal map.(i think thats how it works, been a while since i did that)
     
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  4. Djplopper

    Djplopper
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    I intended normal maps for cars, i suppose i have to download gimp :D or Paint.net has same functions?
     
  5. Narwhal

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    I havent tried paint.net for normal map creation. I know it cant open the normal maps. There may be a plugin for it though. Not sure. Gimp doesnt have it built in, you need to install this plugin(this is the one i used for gimp). Even then this plugin cant open normal maps. Im not entirely sure how to edit the normal maps for the game.
    https://code.google.com/archive/p/gimp-normalmap/

    i also searched for some threads that may help. Give them a read, i think they have some good information.
    http://www.beamng.com/threads/how-to-edit-create-normal-maps.27397/
    http://www.beamng.com/threads/how-do-i-create-a-custom-normal-map.26811/
     
  6. Djplopper

    Djplopper
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    Thank you :)
     
  7. Aleferna_dls

    Aleferna_dls
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    Sorry!!:( I thought you were talking about terrain maps.
    Cheers ;)
     
  8. meywue

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  9. Djplopper

    Djplopper
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  10. bob.blunderton

    bob.blunderton
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    Now I know this is really old. This bump might go down in the record books, but the information is of curiosity to me at the moment.
    I need to know what compression format you guys use on your normal maps.
    I understand DXT1 for opaques, DXT5 for translucency stuff, etc. For the diffuse/color maps this is fine.
    What do I use compression-wise (in the save dialog) to keep the engine happy with normal maps? Let me know!
     
  11. Nadeox1

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    We use BC3n/3DC (name varies from exporter to exporter).
     
  12. fufsgfen

    fufsgfen
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    ATI2/3DC in this Nvidia tool UI program I guess?
    upload_2018-10-22_12-2-19.png
    "ATI's 3Dc compression algorithm is a modification of DXT5 designed to overcome S3TC's shortcomings with regard to normal maps. id Software worked around the normalmap compression issues in Doom 3 by moving the red component into the alpha channel before compression and moving it back during rendering in the pixel shader"
    https://en.wikipedia.org/wiki/S3_Texture_Compression

     
  13. fufsgfen

    fufsgfen
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  14. bob.blunderton

    bob.blunderton
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    @#$%!
    This NEVER showed up in my response notifications.

    I put the blame on you, rubbish DSL line with shaky wireless connection...

    Thanks @Nadeox1 I'll make sure I correct my abnormal normals for the next beta of my map.
     
  15. bob.blunderton

    bob.blunderton
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    I saved my normal maps as ati2/3dc and it seems to be working, although some still say 'failed to load normal map (name) for stage 0' for some odd reason, I will have to look into it.
    It's working for this one though (see ceiling tiles, that's one of the ones I did).

    doesn't look too bad now!
    Thanks for the help.
     
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