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FPSC Classic Models and Media / Need help getting my normal map to work

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Hunter Studios
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Posted: 5th Mar 2007 16:52
I made my own gun and Smitho helped me get it in game. I textured it and I can see the texture fine. Then I made a normal map using photoshop and I don't know how to get it to work. Is there an effect you use to make it show up or will it work if I put it in the folder with my gun. Any help would be much appreciated!

Smitho
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Posted: 5th Mar 2007 20:33
FPSC provides a natural effect on weapons using a bumpmap located at;

Ermm... i would quite interested to finding out how to make an effect map (to make it work, anyway.)

Check out this;
CLICK ME!!!

This is a filter that creates a bumpmap from the original texture... If only i knew how to get it working, or how to use the options most effectively. Youre probably better waiting for jon, errant bond etc...

May we see the weapon if youre okay with that, please?

Dan.

Avenging Eagle
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Posted: 5th Mar 2007 20:45
@ Smitho;

Bumpmaps and Normal maps are two different things. Bumpmaps are black and white is usually calculated based on a single-channel (interpreted as grayscale) image. However, the source for the normals in normal mapping is usually a multichannel image (that is, channels for "red", "green" and "blue" as opposed to just a single color) derived from a set of more detailed versions of the objects.
[/wiki rip]

AE

Smitho
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Posted: 5th Mar 2007 20:48
Argh, my bad

That filter is for normal maps, then

Nomad Soul
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Posted: 5th Mar 2007 21:37
This has been covered in previous threads and to a certain extent in the FPSC segment editor video tutorials.

Normal maps need to be referenced in the visual information of an objects .fpe file e.g

;visualinfo
textured = texture_D2.tga
effect = effectbank\bumpbone\bumpbone.fx
castshadow = 0

or, a segment file's .fps texture reference

As you will notice from the texture name, a suffix should be used to determine which textures to load (in this case _D2)

For 'texture_D2.tga' - The D2 tells FPSC that this is the file to use when no shaders are being used in the game build.

With shaders enabled, FPSC will load texture files, if found, based on the following root filename suffixes.

_D - Diffuse map
_N - Normal map
_S - Specular map
_I - Illumniation map

For our example these would be used as 'texture_D.tga', 'texture_N.tga', 'texture_S.tga','texture_I.tga'

FPSC automatically generates a .dds from a .tga when the game is built but you can save your texture maps out as .dds in the first place. This prevents uneccessarily large file sizes in your built game folder as .tga files are considerably larger than their .dds equivalents

In order to utilize more than 1 texture e.g the default diffuse map which is effectively the base texture and 1 additional map e.g a normal map, the objects .fpe should look like this.

;visualinfo
textured0 = texture_D2.tga
textured1 = texture_N.tga
effect = effectbank\bumpbone\bumpbone.fx
castshadow = 0

It sounds like you may well have the Nvidia normal map / dds plugin installed and in use already but if not, use the following link

http://developer.nvidia.com/object/photoshop_dds_plugins.html

There is also a normal plugin for the GIMP if anyone wishes to use a completely freeware alternative for creating and using normal map textures, which can be found here.

http://www.devmaster.net/forums/showthread.php?t=4025

It's worth noting that if you are using v1.04 of FPSC then there are currently a number of shader compatibility issues which should be adressed in the first v1.05 beta. The introduction of Dark Lights was a good thing for FPSC but the current shader issues need to be resolved immediately.
Hunter Studios
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Posted: 6th Mar 2007 23:44 Edited at: 7th Mar 2007 00:29
Thanks Nomad Soul, Smitho and AE.

Also I was wondering what a specular map is and what a illumination map is because wikipedia doesn't have it on there. (or at least the specular map isnt on there)

@Smitho I promise to edit this post and put up the model though it still needs lots of work. I'll do it right after my homework so you can expect it up in about 30-45 minutes. I have the normal map plugin for Photoshop but thanks for the link.

Thanks a lot guys

Ok the models is uploaded. I just converted it X format I have not textured or animated it. Email me if you want the Milkshape file, Anim8or file or the object file.

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Hunter Studios
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Posted: 7th Mar 2007 22:56
Smitho, did you download the model?

Nomad Soul
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Posted: 8th Mar 2007 01:20
Download the attached tutorial in this post

It is freely available texturing tutorial in PDF format with good explanations of texture types, techniques and implementation. Well worth a read as it also covers UV mapping which a lot of people tend to ask about. It also contains detailed pictures which demonstrate the textures and the intended effect as well as basic texturing theory.

Below is the website link where you can find this tutorial as well as 2 other texturing tutorials, optimising texture file size whilst retaining maximum quality and Photoshop texturing tips and tricks which I believe is the editing tool you are working with.

http://www.onona3d.com/tutorials.htm

Regards

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Hunter Studios
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Posted: 8th Mar 2007 23:21
Thanks Nomad, I do know how to texture and UV map but I have not gotten around to texturing this model since I have other things to do like homework . But i still will download the tutorial and check it out. Thanks for the help.

Nomad Soul
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Posted: 8th Mar 2007 23:54
No worries

I noticed this lying around in my tutorials folder as well.

It's a tutorial for normal mapping a character using 3DS Max in conjuntion with the Nvidia normal map plugin for Photoshop. Apologies it didn't mention the modeller you are using earlier in the thread but should at least be on similar lines and will be useful for anyone that's been wowed by Jon Fletcher's work. Certainly worth having around if you want to have a go at making a professional looking character.

It's one of the Hyrumark tuorials which came in a series but I can't remember exactly where it was located. There is a bunch of other FPSC stuff that Hyrumark provide which can be found at the following link

http://www.hyrumark.com/downloads.html

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Hunter Studios
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Posted: 9th Mar 2007 00:23
Ok, thanks Nomad! This tutorial I could really use because I want to learn 3DS Max. This will be very helpful!!!

Smitho
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Posted: 9th Mar 2007 09:04
Could you post the 3DS, hunter? Sorry it took a while to reply - not been around much.
Do you want me to do something for you?

@Nomad Thanks for helping both hunter and me - I never understood the _D and _I etc..
Would it be possible to know how to set the options in the Nvidia plug-in, please?
Would be much appreciated!

Dan

Hunter Studios
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Posted: 9th Mar 2007 23:15 Edited at: 9th Mar 2007 23:16
Sure Smitho here is the 3ds file and No I don't want you to do anything I just remembered you asked for the model a couple of times and so I posted it.

The only thing I DO ASK IS THAT NOOOOBODY REDISTRIBUTE THE MODEL!!!! PLEASE.

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Nomad Soul
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Posted: 12th Mar 2007 00:16
Here is what you need to know about the NVIDIA Normal Map Filter:

Invert X/Y: If the detail you just added looks inverted check this

Scale: This is for the depth of the detail. Most of the time you should test diferent values until it looks right. I usually go for about 6 or higher depending on the texture as generally speaking if your going to use an effect, you want it to be noticeable. If you think it is too much enter a smaller value.

Average RGB: If this is selected the plugin takes the value of all the channels (RGB), this is what you want most of the time. Another option is to select Normalize Only, this will treat the map as if it was a normal map. This option is for when you have a normal map and you work directly on it, not on other layers.

Set to 1.0: should alwayes be checked

3D Preview: helps seeing in real time how the normal map will look like.

I've attached a pic to show you where the above values should be checked.

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Smitho
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Posted: 12th Mar 2007 00:20 Edited at: 12th Mar 2007 00:21
Arghh what a shame - The model looks fantastic, but the poly is a bit high - this models is 9.8k faces, and it is reccomended that the max should be around 3k.
The gun itself looks pretty cool, but the top section (Where the rail system/scope etc would go) looks a bit too flat, and there is not enough detail.

If i were you, i would check around this site;
http://world.guns.ru
There are some cool reference images, and It is what i use for modelling.

Here is a good example of a rail system;

G36C (The third version/photo)

Heckler & Koch have some pretty cool rail systems on various rifles/SMGs - Look around

Edit: Thanks from me, Nomad - You posted as I was typing. Im just about to have a go at the maps

Hunter Studios
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Posted: 12th Mar 2007 04:19
Amazingly Smitho, we use the same reference. I guess great minds think alike. Well i'll get the model in game but since it is too high poly maybe Ill wait to get into FPSC X10 whenever I get that. Thanks for the help guys.

Hunter Studios
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Posted: 13th Mar 2007 01:46
I know this isn't about texturing but when I export from milkshape to X format my gun loses its animations. It has them in milkshape but in game there isnt any animations at all. Is there something I should check in the export dialog when I export it? Any help would be greatly appreciated.

DOMRAY
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Posted: 13th Mar 2007 20:01
i hope this helps here is a pic of what it looks like when i export a animated object.
i use the direct x(JT)exporter and set the format to direct x skin and bones.
if that don't work sometimes i find i have to Check s@b templates box.
if the animation is backwards in fpsc i check right handled. don't use the fpe file to try to scale your object use position scaling in the exporter.



It's better to Burn Out than to Fade away.Victor Kruger/The Kurgan
Hunter Studios
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Posted: 13th Mar 2007 22:58
Thanks I used the Direct X (JT) Exporter too. Ill try unchecking the those boxes.

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