I have just modified the beta SOC textures or created altered ones for all the weapons in OL 2.2. I was shocked when I opened my .db files from CS and found that they were no improved (not a single pixel). I decided to try and improve some of them, and got a little carried away.
I have a lot of experience with CS3 but I have never bump mapped before. I have scoured the internet and my various sources for tutorials on it, but found them all lacking. I believe I understand and can create the actual bump maps, but what are the bump# files? Are they normal maps, specular, or something else?
I want to do it the 'hard way' before getting an automated program so I can understand what it going on. That way if necessary, I can modify these autogenerated maps in CS3 if they are not exactly what I want. If anyone can point me to a tutorial on this (for Photoshop) I would appreciate it greatly!
Never mind, I finally found enough material from various sources on this. The best is here at [COLOR=Purple]FPS Bananna[/COLOR], but only covers bump maps. The others (#) are normal maps, and I can do those easily enough. Now onto testing...
OK, I guess I was a little confused after all. Are all these bloody things called bump maps with different categories being: normal, displacement, occlusion, specularity, and diffuse?
I can generate the gray maps that are used as bump# in SOC, but I have come across a source that stated that normal maps are not used in SOC but they are in CS. In SOC they are just parallax maps. Since "Parallax mapping is a technique for real-time approximation of displacement mapping" are the # files even used in SOC or will they only benefit CS?
Could someone verify that I should be using a displacement map for the bump# files in SOC? Do I also have to alter the channels for a bump# file like I do with the normal map?