Normal Maps. What am I doing wrong?
ForgottenMyth
Member Posts: 60
So I have the new patch and am trying to get a normal map I created the other day for the snow tileset but I'm struggling to get it to work. I edited 'tts01_grass02.txi' to use the custom shader, put my normal map for tts01_grass02 in the ovr folder, but what else do I need to do? how do I specify the additional texture in the txi? is there a special way to name the normal and specular maps?
1
Comments
So an example txi file would be great Team NWN EE !!
TR
add the following lines to your .mdl (or .txi):
renderhint NormalAndSpecMapped
texture0 filenameoftex (alias = bitmap)
texture1 filenameofnormal
texture2 filenameofspecular
TR
(thxs to #Symphony for hints)
I got it working in MDL files, but I haven't tested TXIs yet. Neverblender supports it and I'll release an update within the next days once I finished testing (still need to do some tests for animeshes)
TR
TR
You can have a look and if you want download this from the vault here. First experiment with mixed results. All explained on the project page.
TR
Details as follows:
Floor:
- Sand replaced with high resolution texture
- Sand shaped for normal map generation in CrazyBump
- Normal map used to remove some highlights and shadows from base texture
- Specular map generated from CrazyBump
- Textures Exported to GIMP
- Resolution doubled (CrazyBump's size recognition detail mixer is based on pixel size)
- HSV noise added to normal map and base texture (fine sandgrain detail)
Merchant's Shingle- Model imported into Blender via Neverblender
- All faces/edges marked as "smooth" (Same smoothgroup. Personally I feel even with smoothing 2 flat surfaces at 90° still create an edge, but the separate smooth groups is too sharp for me)
- Imported original texture into CrazyBump (DDS to TGA from 1.69 assets on the neverwintervault.org)
- Generated normal map and adjusted to taste (create height for metal ridge, but not too much height for gold sheen on texture)
- Normal map used to remove some highlights and shadows from base texture
- Textures Exported to GIMP
- Gold "enhanced" with more "fiery" gold I used for a w_metal_tex replacement last summer
- Gold "erased" partially, to allow environment map to show through texture
- Specular map adjusted to show less diffusion on wood and stone (black paintbrush, rectangle, with low opacity
Looks pretty good. The SSAO helps a bit, as do all of the tile lights around the area.The area is the character creation area from the Arelith PW server.
TR
renderhint=NormalAndSpecMapped
texture0=mos01floor01 (alias = bitmap)
texture1=mos01floor01_n
texture2=mos01floor01_s
node_type = trimesh
and nothing happens
I just wanted to add some normal/ specular map to a forest floor texture...
Well, i even replaced the "texture1=mosfloor_n" with the one provided from the celticknots from Tarot and nothing happens.
------------------
Ok i got it working. It´s a strange and process nothing for the impacient . The exporter scripts from NW Max deletes them for me and i have to add every single entry with notepad. That means when your model has 10 separate meshes with the same texture you have to add 10 times the renderhint option...
I am guessing that there may be further additions to the models covered in future patches and this one way of getting us used to it. On the other hand it may just be done for speed (i.e. no search necessary). Who knows.
TR
is not needed. It was just a way of explaining about this so don't include it.
Also, the line in @NWN_Töml post above -
is just a part of the model and not an extra line to insert into it.
TR
Having the normal maps as an opt-in feature for textures makes sense given that it's such a new feature and the available normal mapped parts are so few.
TR
As I've got literally hundreds of textures to try this on I started looking for a way to batch process the images. I may have found one but I haven't tried it yet. As well as the insanebump plug-in for gimp you need another. Bimp - Batch Image Manipulation Plugin. Having installed it in my win10 version of gimp, it looks like it just might work when I can get around to it.
TR