using normal maps -1 reply

Please wait...

Guest

I didn't make it!

0 XP

 
#1 12 years ago

Hi all.

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 :

http://img256.imageshack.us/my.php?image=nmjl2.jpg

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 ?




Xaijin

GF makes me horny

50 XP

2nd August 2006

0 Uploads

83 Posts

0 Threads

#2 12 years ago

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.




Guest

I didn't make it!

0 XP

 
#3 12 years ago

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 :

Good lighting (right) : hv2yeg5w.jpg

Wrong ligthing (left) : 5ig9ch6d.jpg

I'm losing my mind on this problem for weeks. Please help ! :)




TheWhiteDove

Hello, hello...

50 XP

6th August 2007

0 Uploads

187 Posts

0 Threads

#4 12 years ago

Hi..

Do your textures already have an alpha channel ?..




Guest

I didn't make it!

0 XP

 
#5 12 years ago

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.




TheWhiteDove

Hello, hello...

50 XP

6th August 2007

0 Uploads

187 Posts

0 Threads

#6 12 years ago

hmm..

Maybe the alpha channel in Stalker _is_ the normal map ?! With weapon textures, the alpha channel is used for highlights..




Guest

I didn't make it!

0 XP

 
#7 12 years ago

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.




Guest

I didn't make it!

0 XP

 
#8 12 years ago

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 :

dt87grck.jpg




Guest

I didn't make it!

0 XP

 
#9 12 years ago

My tutorial to make Stalker normal maps :

Normal maps de Stalker - Stalkerfrance Wiki

Sry it's in french, but google translator can help you ! Language Tools




TheWhiteDove

Hello, hello...

50 XP

6th August 2007

0 Uploads

187 Posts

0 Threads

#10 12 years ago

Hey.. Nice!!.. Thanks!!..

Yo.. Super!!.. Merci!!.. :)