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arma:texturing:normal_specular_tut [2007-11-17 06:40]
snakeman created initial page
arma:texturing:normal_specular_tut [2017-10-06 17:15] (current)
snakeman http to https switch.
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 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://tactical.nekromantix.com/images/wiki/​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).
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 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://tactical.nekromantix.com/images/wiki/​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]]).
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 ====== Creating Normal Maps ====== ====== Creating Normal Maps ======
  
-{{ http://tactical.nekromantix.com/images/wiki/​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!
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 Go to the Photoshop menu Filter and then NVIDIA tools -> Normalmapfilter:​ Go to the Photoshop menu Filter and then NVIDIA tools -> Normalmapfilter:​
  
-{{ http://tactical.nekromantix.com/images/wiki/​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://tactical.nekromantix.com/images/wiki/​LS_NS_mapTut-5.jpg }}+{{ https://pmc.editing.wiki/​images/​LS_NS_mapTut-5.jpg }}
  
 Then apply it: Then apply it:
  
-{{ http://tactical.nekromantix.com/images/wiki/​LS_NS_mapTut-6.jpg }}+{{ https://pmc.editing.wiki/​images/​LS_NS_mapTut-6.jpg }}
  
 Ok some explanation: ​ Ok some explanation: ​
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 Point 3: let's create the Specular map. Open texView 2, then tex1_co.paa,​ and go to Edit -> Filter... and write in the box (repacing the existing code): Point 3: let's create the Specular map. Open texView 2, then tex1_co.paa,​ and go to Edit -> Filter... and write in the box (repacing the existing code):
-<​code>​+<​code ​cpp>
  sp = 10;  sp = 10;
  p = src pixel [u,v];  p = src pixel [u,v];
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 You should obtain something like this: You should obtain something like this:
  
-{{ http://tactical.nekromantix.com/images/wiki/​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!
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 Open your text editor, and write in it: Open your text editor, and write in it:
  
-<​code>​+<​code ​cpp>
 #define ReadAndWrite 0 #define ReadAndWrite 0
 #define ReadAndCreate 1 #define ReadAndCreate 1
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 Ok, some explanation: ​ Ok, some explanation: ​
  
-<​code>​+<​code ​cpp>
 class CfgTextureToMaterial ​ class CfgTextureToMaterial ​
  
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 the CfgMaterials class. the CfgMaterials class.
  
-<​code>​+<​code ​cpp>
  class BOX_material  class BOX_material
  {  {
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 To understand the use of numbers in this class, go to [[arma:​rvmat|RVMAT file]]. I don't want to repeat what is written there. To understand the use of numbers in this class, go to [[arma:​rvmat|RVMAT file]]. I don't want to repeat what is written there.
  
-<​code>​+<​code ​cpp>
  class Stage1  class Stage1
  {  {
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 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://tactical.nekromantix.com/images/wiki/​LS_NS_mapTut-8.jpg }}+{{ https://pmc.editing.wiki/​images/​LS_NS_mapTut-8.jpg }}
  
-<​code>​+<​code ​cpp>
  specular[] = {0.2, 0.3, 0.3, 0.6};  specular[] = {0.2, 0.3, 0.3, 0.6};
  //{0.2, 0.3, 0.3, 0.6};  //{0.2, 0.3, 0.3, 0.6};
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 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.//
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arma/texturing/normal_specular_tut.1195281631.txt.gz ยท Last modified: 2007-11-17 06:40 (external edit)