User Tools

Site Tools


arma:texturing:normal_specular_tut

Differences

This shows you the differences between two versions of the page.

Link to this comparison view

Both sides previous revisionPrevious revision
Next revision
Previous revision
arma:texturing:normal_specular_tut [2016/11/04 20:54] – moved images from nekromantix to this domain. snakemanarma:texturing:normal_specular_tut [2024/08/01 14:40] (current) – links added. snakeman
Line 1: Line 1:
-====== Normal and Specular Mapping ======+====== ArmA 1 Normal and Specular Mapping ====== 
 + 
 +[[https://www.pmctactical.org/forum/viewforum.php?f=42|ArmA 1 Forum]], [[:arma|ArmA 1 Home]], [[arma:config|ArmA 1 Config]], [[arma:tools|ArmA 1 Tools]], [[arma:file_formats|ArmA 1 File Formats]], [[arma:missions|ArmA 1 Missions]], [[arma:modeling|ArmA 1 3D Modeling]], [[arma:terrain|ArmA 1 Terrain]], [[arma:texturing|ArmA 1 Texturing]], [[arma:scripting|ArmA 1 Scripting]] 
 + 
 +**ArmA 1** aka Armed Assault (ArmA)
  
 **Normal and Specular mapping** by Linker Split **Normal and Specular mapping** by Linker Split
Line 34: Line 38:
 Point 2: Now Open your [[:editing_tools|Adobe Photoshop]] and create a new image, 256x256 px, and paint something like in this one: Point 2: Now Open your [[:editing_tools|Adobe Photoshop]] and create a new image, 256x256 px, and paint something like in this one:
  
-{{ http://pmc.editing.wiki/images/LS_NS_mapTut-1.jpg }}+{{ https://pmc.editing.wiki/images/LS_NS_mapTut-1.jpg }}
  
 (remember to have it in RGBA format, neither greyscale or other formats). (remember to have it in RGBA format, neither greyscale or other formats).
Line 44: Line 48:
 Point 4: Now that the texture has been done, create a folder, call it BOX, and cut and paste the file in it. (se we have ..\BOX\tex1_co.paa) open up Oxygen, create a new cube, and apply the texture. Save the model as box.p3d: Point 4: Now that the texture has been done, create a folder, call it BOX, and cut and paste the file in it. (se we have ..\BOX\tex1_co.paa) open up Oxygen, create a new cube, and apply the texture. Save the model as box.p3d:
  
-{{ http://pmc.editing.wiki/images/LS_NS_mapTut-2.jpg }}+{{ https://pmc.editing.wiki/images/LS_NS_mapTut-2.jpg }}
  
 (if you can't use Oxygen, I invite you to follow [[ofp:modeling:tutorials|Brsseb tutorials]]). (if you can't use Oxygen, I invite you to follow [[ofp:modeling:tutorials|Brsseb tutorials]]).
Line 54: Line 58:
 ====== Creating Normal Maps ====== ====== Creating Normal Maps ======
  
-{{ http://pmc.editing.wiki/images/LS_NS_mapTut-3.jpg }}+{{ https://pmc.editing.wiki/images/LS_NS_mapTut-3.jpg }}
  
 Ok, let's proceed to make a lifting for it! Ok, let's proceed to make a lifting for it!
Line 62: Line 66:
 Go to the Photoshop menu Filter and then NVIDIA tools -> Normalmapfilter: Go to the Photoshop menu Filter and then NVIDIA tools -> Normalmapfilter:
  
-{{ http://pmc.editing.wiki/images/LS_NS_mapTut-4.jpg }}+{{ https://pmc.editing.wiki/images/LS_NS_mapTut-4.jpg }}
  
 A new tab will come up, the NormMap filter interface: configure it as in the image below: A new tab will come up, the NormMap filter interface: configure it as in the image below:
  
-{{ http://pmc.editing.wiki/images/LS_NS_mapTut-5.jpg }}+{{ https://pmc.editing.wiki/images/LS_NS_mapTut-5.jpg }}
  
 Then apply it: Then apply it:
  
-{{ http://pmc.editing.wiki/images/LS_NS_mapTut-6.jpg }}+{{ https://pmc.editing.wiki/images/LS_NS_mapTut-6.jpg }}
  
 Ok some explanation:  Ok some explanation: 
Line 106: Line 110:
 You should obtain something like this: You should obtain something like this:
  
-{{ http://pmc.editing.wiki/images/LS_NS_mapTut-7.jpg }}+{{ https://pmc.editing.wiki/images/LS_NS_mapTut-7.jpg }}
  
 with this particular red tone applied. Copy and paste the file into BOX folder (as for all files). Now textures creation is completed. We must proceed to configure the model, to have it ingame! with this particular red tone applied. Copy and paste the file into BOX folder (as for all files). Now textures creation is completed. We must proceed to configure the model, to have it ingame!
Line 329: Line 333:
 With this simple config we will have this result: But, if we play with specular and specularpower, defining them in this way: With this simple config we will have this result: But, if we play with specular and specularpower, defining them in this way:
  
-{{ http://pmc.editing.wiki/images/LS_NS_mapTut-8.jpg }}+{{ https://pmc.editing.wiki/images/LS_NS_mapTut-8.jpg }}
  
 <code cpp> <code cpp>
Line 347: Line 351:
  
 This tutorial was written by Linker Split. //Please note that this tutorial is now out-dated regarding the config.cpp materials as we can place the rvmat file from O2 directly.// This tutorial was written by Linker Split. //Please note that this tutorial is now out-dated regarding the config.cpp materials as we can place the rvmat file from O2 directly.//
 +
arma/texturing/normal_specular_tut.1478292880.txt.gz · Last modified: 2016/11/04 20:54 (external edit)

Except where otherwise noted, content on this wiki is licensed under the following license: CC Attribution-Share Alike 4.0 International
CC Attribution-Share Alike 4.0 International Donate Powered by PHP Valid HTML5 Valid CSS Driven by DokuWiki

All PMC web site download services are temporarily suspended until web site yearly fees have been recovered, want to download addons/mods? Then Support PMC.

If you are grateful for all the work PMC has done in the past 25 years, use Support PMC page.