First please excuse my english.
I started modding on Stalker sdk a few days ago. I've encountered a problem with the use of normal maps.
I don't know how to use the normal map I made (with nvidia utilities for photoshop) in the sdk. I imported textures, theirs properties are OK : main texture set as 2D texture, and normal map set as normal map.
Then, here are the settings :
Ingame, there's no difference w or w/o normal map.
Where is my mistake ?
PS : what's about parallax mapping on stalker ? How to use it ?
Your alpha's completely black, for one thing. if your alpha channel is completely black, there's no depth; completely white, you'll get a "covered in lucite" effect. Stalker textures ARGB, and when you convert them to dds, they need to be DXT5 or DXT3. DTX1 has no alpha channel. Parallax mapping uses shaders to offset the lighting channel to achieve an illusion of depth in texture, dependent upon where your light source is. There are several shaders at Doom3.filefront.com that will better show you and explain what it is.
Thank you for your reply. Sorry, I had hardware problems wich made me unable to anwser earlier. So my problem have been solved but I have another one to solve.
I made my normal map under Photoshop, with the nvidia dds utilily. But when I open normal maps of Stalker, there's a little difference between them. First they are green. Then, there are two types, one called "texture_bump.dds", and the other "texture_bump#.dds".
What does "#" mean ? What is it for ?
When I try my own textures ingame, I have a crazy lighting bug : in dynamic ligthing mode (torch) my normal mapped texture can only be lighted by one side (right for example). If the light source comes from the left, the texture will not be illuminated...
Some screenshots :
I'm losing my mind on this problem for weeks. Please help ! :)
Do your textures already have an alpha channel ?..
No Alpha in my textures. As far as I know, alpha was used for transparency. But I was modding for UT2004. Things must have changed now... ^^
I took a better look on the normal maps of Stalker, and indeed, I seen there was an alpha channel. But I don't really understand how differents channels work... And how GSC developpers made theirs normal maps.
Maybe the alpha channel in Stalker _is_ the normal map ?! With weapon textures, the alpha channel is used for highlights..
Well, in a classic normal map, each channel (green, blue, red) corresponds to information of coordinates (x,y,z). I don't understand what is the role of alpha channel in NM textures of stalker.
A message to announce that I have solved the problem.
Stalker need a special kind of normal map. I still don't understand how the differents channels work, but it is possible and quite easy to make a stalker normal map by processing a "normal" normal map.
I will post a tutorial if I have the time.
A screenshot of my test map :
Hey.. Nice!!.. Thanks!!..
Yo.. Super!!.. Merci!!.. :)