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FPS Creator X10 / Normal Map

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Renzo
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Posted: 23rd Dec 2007 09:15 Edited at: 23rd Dec 2007 12:42
What are the characteristics of the normal maps in the entitybankscificharacters folder of X10 for example cyblob_1_N.dds ... because i can t get my normal map to work
Cheese Cake
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Posted: 23rd Dec 2007 12:20
I dont think it is allowed to post unchanged textures on the forums.

You would need a normal map and a specular map...
both with alpha.
So finally it would look like this:
texture1_D.dds,
texture1_N.dds,
texture1_S.dds,

And you dont have to fill in the effect thingy...
X10 sorts that out itself.

Renzo
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Posted: 23rd Dec 2007 13:59
but the normals maps are 8 16 24 or 32 bpp?
What software are you suggest to write dds files? and which setting for dds files?
Cheese Cake
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Posted: 23rd Dec 2007 14:09
I use Photoshop.
I create my texture...and use the plugin-filter from NVIDIA for photoshop.
Than i save it with the same name as the diffuse texture...
only this time with a _N at the end.

As for the settings i use DXT5...
(DDS exporter, got from NVIDIA)

Renzo
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Posted: 23rd Dec 2007 16:49
No i have try to save my normal map DXT5 but again don t work ... if i use my normal map the model become trasparent ... see screenshot ... i have also try to save my normal map without alpha channel but the model is still trasparent

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Cheese Cake
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Posted: 23rd Dec 2007 17:07
Maybe its your model?

Anyway... a normal map on a character would automatically work.


Name all your textures the same...
For the diffuse texture use: _D
For the normal map use: _N
For the specular man use: _S

This should do the trick...if this doesnt work...
Than i think you have done something wrong in the FPE..
or in the model itself.

Renzo
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Posted: 26th Dec 2007 18:50
Hey Cheese Cake thanks for thr reply ... if i send to you via e mail my model texture and the damn normal map you have time to check what is wrong and tell me how correct the problem? please i can t figure out why my normal map dont work
Cheese Cake
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Posted: 26th Dec 2007 19:17
Of course... i am sure its easy to fix.

Renzo
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Posted: 26th Dec 2007 19:48
ok thanks i hope you can fix it ... just tell me your email so i can sent it to you
Cheese Cake
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Posted: 26th Dec 2007 20:04
Its beneath my signature.

You have Profile, Email, Msn.

Renzo
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Posted: 26th Dec 2007 20:11
i dont know how to find your email sorry but you can send ma 1 email first then ill send to youu all stuff in a reply
my email is renzo1976@vodafone.it my msn is renzos1976@hotmail.it but i need some minute time to install massenger
Cheese Cake
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Posted: 26th Dec 2007 20:17 Edited at: 26th Dec 2007 20:18
Here.


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Renzo
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Posted: 26th Dec 2007 20:30
ohhh ok i see now lol ..i have send to you 1 email ... is about 6 mb
Cheese Cake
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Posted: 26th Dec 2007 20:52 Edited at: 26th Dec 2007 20:55
I have noticed that it dissapears.....
And i think it has something to do with the model itself...

Also the normal map wasnt really detailed look at this one for example...
It isnt the best...but this way it should do the trick..
The alien thingy used a kind of plain texture...no details in the Diffuse texture...or in the normal map.
So maybe the normal did work...but because it was to "flat" that you didnt noticed.



Also...your model polycount was a bit big...
Of course X10 can handle polycounts better than X9...
But with this type of character it was easy to optimize it.

Anyway...the FPE...textures...file types...
(oh yeah almost forgot...try to save your _D.tga to a _D.dds..
And make sure all your textures you use are DDS.
works better)
Looks all good...it should work..but i think the model itself has a problem dont know what..and dont know how to fix it.

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Renzo
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Posted: 26th Dec 2007 20:58
i know the texture and the normal map aren t detailed but i am not good at this well thenks for the help ill use it whitout normal map
Ross tra damus
3D Media Maker
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Posted: 27th Dec 2007 14:28
I havn't got Vista or FPSCX10 but I heard somewhere that Vista dosen't support 'TGA' files anymore.
Is this right and is this the problem?
Cheese Cake
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Posted: 27th Dec 2007 19:05
Nope Vista supports TGA...

Also FPSC can use TGA, but its better to use DDS...
since (dont know why) with TGA, FPSC doesnt use shaders.

Anyway this isnt any problem actually...
personally DDS is way better than TGA...cause of the filesize.
A 1024x1024 with TGA would be around 6 mb...while a DDS would be around 2,5...
And a 2048x2048 for TGA is almost 16 mb...and still DDS is way smaller about 6 mb....

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