Tutorial Links |
Tutorial Links |
Nov 18 2006, 13:00
Post
#21
|
|
head in the stars Group: Members Posts: 549 Joined: 12-November 06 From: Bittany Member No.: 32 |
it's not difficult, follow the tuts.
-------------------- |
|
|
Nov 18 2006, 19:53
Post
#22
|
|
literally the BIG BOSS of OFP Group: Addon Maker Posts: 1,532 Joined: 12-November 06 From: Bari (ITALY) Member No.: 66 |
Ok, I'll do it! thanks
-------------------- Visit my blog about Poker at Blogspot.com
-->TUTORIAL ON HOW TO MAKE NORMAL MAPPING IN ARMA!<-- -->MATERIAL EDITOR TUTORIAL!<-- -->DOWNLOAD MY HDT ISLAND!<-- judgement = hypocritical and slightly deluded |
|
|
Nov 18 2006, 22:07
Post
#23
|
|
Hipster addonmaker Group: Former .info Serviceman Posts: 2,090 Joined: 1-November 06 From: Kingdom of the Netherlands Member No.: 10 |
The problem is... How many of Us can use 3DStudio max???? That's not a problem, if you never try then you'll never learn. You can't learn anything by crying and whining. Same goes for Photoshop/textures. -------------------- |
|
|
Nov 20 2006, 23:24
Post
#24
|
|
Junior Member Group: Members Posts: 17 Joined: 20-November 06 Member No.: 241 |
Well, ive been using 3ds max for about a year now, and im studying 'computer games design' at college using 3ds max etc. and all i can say is that it looks complicated, but when you have spent an hour or two in it, you will soon start to pick it up dont worry!
So for all those of you who wanna learn 3ds max, or who dont know much about it. Go out there and download the free trial! hop on to www.3dtotal.com and have a look at some of the tutorials. And i can promise you, you will be fast on your way! Be confident, anyone can learn it! Guy |
|
|
Nov 21 2006, 13:51
Post
#25
|
|
Member Group: Members Posts: 64 Joined: 14-November 06 Member No.: 187 |
i tried a while ago also with a trail-version...But 3d-moddeling is definately not my thing (enligh isn't either)
I'll stick to mission editing, coding and perhaps island making:D |
|
|
Nov 23 2006, 07:48
Post
#26
|
|
New Member Group: Members Posts: 6 Joined: 23-November 06 Member No.: 265 |
GIMP 2.0 auto-creates normal maps I believe.
-------------------- |
|
|
Nov 23 2006, 10:51
Post
#27
|
|
head in the stars Group: Members Posts: 549 Joined: 12-November 06 From: Bittany Member No.: 32 |
hum! i don't think, you need a plug-in like for photoshop.
-------------------- |
|
|
Nov 25 2006, 15:11
Post
#28
|
|
New Member Group: Members Posts: 4 Joined: 17-November 06 Member No.: 216 |
u can get it here... normal maps plugin for gimp
its very simple to use, but the results can be very tricky...all depends on the image ur starting from. the best option is start from a greyscale bump map image . if u start from a color image, u will have a normal map, but it wont have much "realism". it will calculate the normals anyway, but what's suposed to be "in" can show up "out" and viceversa. so in gimp do this: -open image -go the layer panel and u will be looking to your image in an autocreated layer. -right click the image in the layer panel and "add layer mask"---"grayscale copy of layer" -now u will see there's a copy of the layer (greyscale) attached to the image in layer panel -click the layer again and then go to "filters-maps-normal maps" -a window pops out and u will see a preview of the normal map and some parameters to change. play around, raise the scale a bit. filter depends on the starting image and so do the other options. u can have a 3d preview, so my advise is click the light button and drag mouse around. it will simulate the light influence in the normal texture. when ur happy click done. -voilá, u have a normal map now, but probably it will look faded, that's because of the mask u created before, so click on top of the maks layer (in the layer window) and remove your mask. -now u'll have the normal map texture rdy to be saved and used. like i said before, this is the more inacurate way of extracting normal maps. the best way is always extracting from a high resolution model to a low resolution. but if the starting map is a bump map texture, the results are very good. i hope to start seeing some works here with this techniques, and some discussions about it. arma is almost on our machines, rdy to be moded |
|
|
Jul 2 2007, 01:39
Post
#29
|
|
Member Group: Members Posts: 32 Joined: 1-July 07 From: Yeovil, Somerset, SW England Member No.: 946 |
does anyone have any good UV mapping tutorials or programs?
-------------------- - HDS Model Maker
aka -GP- and UNIT-Y |
|
|
Jul 2 2007, 10:43
Post
#30
|
|
Member Group: Members Posts: 111 Joined: 2-March 07 Member No.: 637 |
-------------------- Свинья спайдера, свинья спайдера, делает свинья спайдера делает, может он отбрасывает от стержня, никакого он не может он будет свиньей, взглядом вне, котор он будет свиньей спайдера.
|
|
|
Jul 3 2007, 18:14
Post
#31
|
|
Member Group: Members Posts: 32 Joined: 1-July 07 From: Yeovil, Somerset, SW England Member No.: 946 |
Thanks Jukka, very useful tut there
-------------------- - HDS Model Maker
aka -GP- and UNIT-Y |
|
|
Jul 8 2007, 09:32
Post
#32
|
|
Record Holder for the most Pornstars ever contacted Group: Newshound Posts: 567 Joined: 12-November 06 From: Beyond the event horizon Member No.: 56 |
Cheers SS I'll pass the link onto him
Rock on, Carver EDIT: User banned so post as been trashed -------------------- |
|
|
Jul 8 2007, 17:23
Post
#33
|
|
Hipster addonmaker Group: Former .info Serviceman Posts: 2,090 Joined: 1-November 06 From: Kingdom of the Netherlands Member No.: 10 |
-------------------- |
|
|
Jul 15 2007, 14:59
Post
#34
|
|
literally the BIG BOSS of OFP Group: Addon Maker Posts: 1,532 Joined: 12-November 06 From: Bari (ITALY) Member No.: 66 |
Normal and Specular mapping in Armed Assault By Linker Split Introduction I decided to write this tutorial because I came into the deep process of normal and specular mapping with my HDT island. The process isn't easy, since you should have experience with many graphic tools like Adobe Photoshop©, or Maya© and 3DStudio max©. ArmA, unfortunately, use a different method of applying NormMap: you'll have to write some C++ code lines into your main config.cpp in order to define it, but I'll clear it up afterwards. Some definition Before starting, it would be good to make you understand what we are going to do: Normal mapping: is the technique to replace the existing normals on model. It can be used to greatly enhance the appearance of a low poly model without using more polygons, so we could have a 2.000 poly model (very poor model) with a lot of details. Specular mapping: basically in real life every highlight in an object is actually a reflection of a light source and specularity is a way to fake those reflections by placing a highlight in the position that the giving object would be reflecting the virtual light. Bump Mapping: are textures that store an intensity, the relative height of pixels from the viewpoint of the camera. The pixels seem to be moved by the required distance in the direction of the face normals. You may either use greyscale pictures or the intensity values of a RGB-Texture. Let's start! Ok, in this tutorial, we are going to make a simple normal mapped cube with a texture applied to it. I can assure the results will be very good. ______________________________ Point 1: First of all, make sure you installed all the required tools: Download and install Kegetys ArmA tool (in particular PAAPlug) Download and install Adobe Photoshop Normal Map and DDS Authoring Plug-ins (for users with a NVIDIA GPU) OR Download and install ATI’s normal map generator program (for users with an ATI GPU) ______________________________ Point 2: Now Open your Adobe Photoshop and create a new image, 256x256 px, and paint something like in this one: (remember to have it in RGBA format, neither greyscale or other formats) ______________________________ Point 3: Now save your Image as TGA, so: tex1.tga, 32 bits/pixels. Then open TexView 2 and save the file as tex1_co.paa NOW, WHY DID WE SAVE IT WITH _CO.PAA EXTENSION? It's easy, cause in TexView 2, this extension means: color (difuse map) ______________________________ 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: (if you can't use Oxygen, I invite you to follow Brsseb tutorials) ______________________________ Point 5: Well, we created a very simple model (indeed for a tutorial we don't need a UBER 30000 poly one ) Cut and paste it into the BOX folder (as for texture tex1_co.paa). And the little part of the addon has been done. Now let's proceed to the difficult one. Creating Normal Maps Since now, we've just created a simple cube that will appear very ugly in ArmA game: IT SCARES ME! Ok, let's proceed to make a lifting for it! ______________________________ Point 1: Open up your Photoshop, and open the texture tex1_co.paa thanks to PAAplug by Kegetys. Now, I have a NVIDIA Graphic Card, so I'll explain the process for NVIDIA USERS, even if I think for ATI USERS would be the same. Go to the Photoshop menu Filter and then NVIDIA tools-->Normalmapfilter: A new tab will come up, the NormMap filter interface: configure it as in the image below: Then apply it: Ok some explanation: Filter type defines the size of the pixel depth. Scale defines the pixel depth. Average Source defines the source from which the filter takes the colours to be normal mapped. Other options seems not to work in ArmA. ______________________________ Point 2: Now that the normal map texture has been done, save it as tex1_nohq.paa (using PAAplug, and leaving all the options as they are) Then cut and paste the file into BOX folder. You'll notice that if you'll try to open the texture with texView 2, the program will crash: don't worry, it's not a problem ______________________________ 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 exiting code): CODE sp = 10; p = src pixel [u,v]; x = 1 - green p; y = green p * ((sp * blue p + 1) / (sp + 1)); c = color[x,y,blue p,1]; QUOTE Basically, this code is a bit difficult to understand. But... sp: specular. p: pixel. x: X axis. y: Y axis. c: combined color. This is what I understood so far Now save the new obtained texture as tex1_smdi.paa WHY DID WE SAVE IT WITH _SMDI.PAA EXTENSION? It's easy, cause in TexView 2, this extension means: optimised specular map for better bitdepth ou should obtain something like this: 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! Configuring the model! Open the notepad, and write in it: QUOTE #define ReadAndWrite 0 #define ReadAndCreate 1 #define ReadOnly 2 #define ReadOnlyVerified 3 #define private 0 #define protected 1 #define public 2 #define true 1 #define false 0 #define TEast 0 #define TWest 1 #define TGuerrila 2 #define TCivilian 3 #define TSideUnknown 4 #define TEnemy 5 #define TFriendly 6 #define TLogic 7 class CfgPatches { class Linker_test1 { units[] = {"BOX_BOX"}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {}; }; }; class cfgVehicleClasses { class Simple_box_class { displayName = "SIMPLE BOX"; }; }; class CfgDestroy { class BuildingHit { sound[] = {}; }; }; class CfgTextureToMaterial { class BOX_material { textures[] = {"BOX\tex1_co.paa"}; material = "#BOX_material"; }; }; class CfgMaterials { class BOX_material { ambient[] = {1.0, 1.0, 1.0, 1.0}; diffuse[] = {0.0, 0.0, 0.0, 1.0}; forcedDiffuse[] = {0.0, 0.0, 0.0, 1.0}; emmisive[] = {0.0, 0.0, 0.0, 1.0}; specular[] = {0.0, 0.0, 0.0, 1.0}; specularPower = 0.0; PixelShaderID = "NormalMapDetailSpecularMap"; VertexShaderID = "NormalMap"; class Stage1 { texture = "BOX\tex1_nohq.paa"; uvSource = "tex"; class uvTransform { aside[] = {1.0, 0.0, 0.0}; up[] = {0.0, 1.0, 0.0}; dir[] = {0.0, 0.0, 0.0}; pos[] = {0.0, 0.0, 0.0}; }; }; class Stage2 { texture = "BOX\tex1_co.paa"; uvSource = "tex"; class uvTransform { aside[] = {1.0, 0.0, 0.0}; up[] = {0.0, 1.0, 0.0}; dir[] = {0.0, 0.0, 0.0}; pos[] = {0.0, 0.0, 0.0}; }; }; class Stage3 { texture = "BOX\tex1_smdi.paa"; uvSource = "tex"; class uvTransform { aside[] = {1.0, 0.0, 0.0}; up[] = {0.0, 1.0, 0.0}; dir[] = {0.0, 0.0, 0.0}; pos[] = {0.0, 0.0, 0.0}; }; }; }; }; class CfgVehicles { class Thing; class Building; class Strategic; class NonStrategic : Building{class DestructionEffects;}; class HouseBase; class Land_VASICore; class House : HouseBase{class DestructionEffects;}; class BOX_BOX : House { scope = public; simulation = "house"; vehicleClass = "Simple_box_class"; model = "\BOX\box.p3d"; displayName = "Simple box!"; }; }; Ok, some explanation: class CfgTextureToMaterial { class BOX_material { textures[] = {"BOX\tex1_co.paa"}; material = "#BOX_material"; }; }; This part of the config is needed to define the conversion of the textures to the material defined in the CfgMaterials class. QUOTE class BOX_material { ambient[] = {1.0, 1.0, 1.0, 1.0}; diffuse[] = {0.0, 0.0, 0.0, 1.0}; forcedDiffuse[] = {0.0, 0.0, 0.0, 1.0}; emmisive[] = {0.0, 0.0, 0.0, 1.0}; specular[] = {0.0, 0.0, 0.0, 1.0}; specularPower = 0.0; PixelShaderID = "NormalMapDetailSpecularMap"; VertexShaderID = "NormalMap"; To understand the use of numbers in this class, go to Biki about RVMAT file. I don't want to repeat what is written there QUOTE class Stage1 { texture = "BOX\tex1_nohq.paa"; uvSource = "tex"; class uvTransform { aside[] = {1.0, 0.0, 0.0}; up[] = {0.0, 1.0, 0.0}; dir[] = {0.0, 0.0, 0.0}; pos[] = {0.0, 0.0, 0.0}; }; }; class Stage2 { texture = "BOX\tex1_co.paa"; uvSource = "tex"; class uvTransform { aside[] = {1.0, 0.0, 0.0}; up[] = {0.0, 1.0, 0.0}; dir[] = {0.0, 0.0, 0.0}; pos[] = {0.0, 0.0, 0.0}; }; }; class Stage3 { texture = "BOX\tex1_smdi.paa"; uvSource = "tex"; class uvTransform { aside[] = {1.0, 0.0, 0.0}; up[] = {0.0, 1.0, 0.0}; dir[] = {0.0, 0.0, 0.0}; pos[] = {0.0, 0.0, 0.0}; }; }; This part is needed to define the stages of a single texture: in our case is tex1_co.paa. You have to add 3 stages for a single texture, because we have 3 different files: the nohq one, and the smdi one. With this simple config we will have this result: But, if we play with specular and specularpower, defining them in this way: QUOTE specular[] = {0.2, 0.3, 0.3, 0.6}; //{0.2, 0.3, 0.3, 0.6}; specularPower = 10.0; we will have this amazing result: HERE IT IS THE BOX FINISHED, AND THE FOLDER WITH THE FILES IN IT! ________________________________________________________________ Ok, this tutorial is enough to understand the basis of Normal and specular mapping in Armed Assault First time i found it difficult, but now I know it isn't! You only have to sit in front of your PC, and try, try, try... I hope this tutorial helps! Cheers all, Linker Split -------------------- Visit my blog about Poker at Blogspot.com
-->TUTORIAL ON HOW TO MAKE NORMAL MAPPING IN ARMA!<-- -->MATERIAL EDITOR TUTORIAL!<-- -->DOWNLOAD MY HDT ISLAND!<-- judgement = hypocritical and slightly deluded |
|
|
Jul 15 2007, 15:19
Post
#35
|
|
Moderatore .it Group: Addon Maker Posts: 65 Joined: 12-November 06 From: Italy Member No.: 45 |
-------------------- |
|
|
Jul 15 2007, 15:36
Post
#36
|
|
literally the BIG BOSS of OFP Group: Addon Maker Posts: 1,532 Joined: 12-November 06 From: Bari (ITALY) Member No.: 66 |
-------------------- Visit my blog about Poker at Blogspot.com
-->TUTORIAL ON HOW TO MAKE NORMAL MAPPING IN ARMA!<-- -->MATERIAL EDITOR TUTORIAL!<-- -->DOWNLOAD MY HDT ISLAND!<-- judgement = hypocritical and slightly deluded |
|
|
Jul 15 2007, 18:38
Post
#37
|
|
New Member Group: Members Posts: 2 Joined: 15-July 07 Member No.: 985 |
This tutorial it's not correct, and kinda misleading.
The correct way to create a normal map is by making a Hi poly model to bake the normals, OR to transform a BUMP MAP into a normal map using the Nvidia photoshop filter (or gimp). Just creating a normal map using a color map as a base, it's useless. Some links http://en.wikipedia.org/wiki/Normal_mapping http://www.bencloward.com/tutorials_normal_maps1.shtml -------------------- |
|
|
Jul 15 2007, 19:17
Post
#38
|
|
literally the BIG BOSS of OFP Group: Addon Maker Posts: 1,532 Joined: 12-November 06 From: Bari (ITALY) Member No.: 66 |
This tutorial it's not correct, and kinda misleading. The correct way to create a normal map is by making a Hi poly model to bake the normals, OR to transform a BUMP MAP into a normal map using the Nvidia photoshop filter (or gimp). Just creating a normal map using a color map as a base, it's useless. Some links http://en.wikipedia.org/wiki/Normal_mapping http://www.bencloward.com/tutorials_normal_maps1.shtml Well, if you are handy with google, see this: Blender wiki about normal and bump mapping Or this: Wiki about bump and normal mapping It's basically the same. ArmA uses Normal mapping, and the results are the images I put in this tutorial... I know it would be better to use a bump map, but a color one is ok too (for not wasting time)... since there aren't any tutorials about this hard argument, I decided to write one -------------------- Visit my blog about Poker at Blogspot.com
-->TUTORIAL ON HOW TO MAKE NORMAL MAPPING IN ARMA!<-- -->MATERIAL EDITOR TUTORIAL!<-- -->DOWNLOAD MY HDT ISLAND!<-- judgement = hypocritical and slightly deluded |
|
|
Jul 15 2007, 19:45
Post
#39
|
|
New Member Group: Members Posts: 2 Joined: 15-July 07 Member No.: 985 |
Well, if you are handy with google, see this: Blender wiki about normal and bump mapping Or this: Wiki about bump and normal mapping It's basically the same. ArmA uses Normal mapping, and the results are the images I put in this tutorial... I know it would be better to use a bump map, but a color one is ok too (for not wasting time)... since there aren't any tutorials about this hard argument, I decided to write one I can assure you that I know what normal maps are and how to make them Using a bump map it's fine since height informations are traslated into normal infos by the plug in. Colour informations are useless for a normal map, it's like creating a bump map from the colour map, the colour hue/saturation of the texture cannot reproduce a correct height representation of the surface you are working on.. -------------------- |
|
|
Jul 17 2007, 09:50
Post
#40
|
|
Member Group: Members Posts: 87 Joined: 3-July 07 From: Bristol,UK Member No.: 952 |
i'm pretty sure that i've read you can take a decent normal map off of a Desaturated colour map,
yet to try it as of yet though. -------------------- WW2 Fanatic. |
|
|
Lo-Fi Version | Time is now: 8th June 2024 - 06:27 |