Trouble with Creating a Custom HakFile to Override Existing Tilesets with Texture Maps
Esoterik
Member Posts: 7
Hello everyone.
I have been working on using ai programs to upscale textures from existing tilesets to make higher res textures and then create texture maps from those, and then put them together into a hak to override textures from the original hak. However, I've gotten stuck. I used Esrgan to upscale the textures Zwerkules medieval city tileset, as he kindly provided a version with uncompiled models, and then I used Materialize to create diffuse, normal, height, metallic, and gloss maps. Then I converted these into DDS files and MTR files with NWN Crunch (Which also converts the gloss and metallic maps to roughness and specular maps), turned them into a Hak file, and then tried importing them into the toolset with the original hak. However, the maps only seem to be applied when I exclude the roughness map and then everything looks very shiny and plastic. I am a noob so I am kind of learning by trial and error here, but I carefully read through the wiki and it seems like roughness maps are supported. I have looked at haks from other custom content creators, like Pstemarie's Dark Ages project, and found that they all exclude roughness maps, but with the prior mentioned project it does not look shiny or plastic.
Any help on how to solve this problem would be much appreciated!
I have been working on using ai programs to upscale textures from existing tilesets to make higher res textures and then create texture maps from those, and then put them together into a hak to override textures from the original hak. However, I've gotten stuck. I used Esrgan to upscale the textures Zwerkules medieval city tileset, as he kindly provided a version with uncompiled models, and then I used Materialize to create diffuse, normal, height, metallic, and gloss maps. Then I converted these into DDS files and MTR files with NWN Crunch (Which also converts the gloss and metallic maps to roughness and specular maps), turned them into a Hak file, and then tried importing them into the toolset with the original hak. However, the maps only seem to be applied when I exclude the roughness map and then everything looks very shiny and plastic. I am a noob so I am kind of learning by trial and error here, but I carefully read through the wiki and it seems like roughness maps are supported. I have looked at haks from other custom content creators, like Pstemarie's Dark Ages project, and found that they all exclude roughness maps, but with the prior mentioned project it does not look shiny or plastic.
Any help on how to solve this problem would be much appreciated!
0
Comments
Another thought, your roughness map is greyscale isn't it? Or to put it another way it should only use a single colour channel. To see how many channels each map should have look at this page on the wiki -
Standard material inputs
Another thing, try using TGA files in the first instance. Once you have them working you can always use crunch to convert to DDS.
You obviously haven't looked at what I have been doing then as I use roughness maps in my 3 "Experiment" projects. For example see Further PBR Tileset Experiments (EE Only). I chose that one because I include full usage instructions on the project page.
TR
16 characters feature is turning out to be a problem, so far I've had to exclude all maps for files that originally had 15 or 16 characters. Not sure if there's any workaround for this when working with existing content. Do you think renaming the offending texture files to a shorter filename, and then importing them into the uncompiled models they are used in would work?
Actually quite a simple one. First save the name of the original texture in a text file. Next rename the texture file to 14 characters or less. Generate the maps and the mtr file, then use the saved name to rename the .mtr file. Works just fine. NwN EE matches the name to the one in the .mdl but uses the files specified in the .mtr file.
One other thing with tileset haks. Don't bother trying to create maps for the minimap images. There's no point even if they worked in game the actual images are too small pixel wise to generate meaningful maps.
TR
TR
I seem to be swapping between projects whenever I get frustrated by something. Right now I'm working on PLTs because I noticed that there haven't been really any improvements to player armor since EE.
Lisa's Surcoat & Tabard Custom Texture Templates with these as an example Lisa's 'The Dragon & The Unicorn were Fighting for the Crown...' and this kit too Lisa's Military Shirt Custom Texture Templates with these as an example Lisa's Military Shirts
If you are looking for heraldic devices, grab my TR’s Custom Shield Designs. There are a lot in it. Actually, it would be nice if someone were to use that kit to create some large shields and post them (with credits of course) on the vault.
Happy experimenting.
TR
Of course, when I encountered that I got frustrated and started working on upscaling and adding PBR textures to upscaled versions of the head textures. I ran into the problem that many weren't appearing, but what I figured out is that when uncompiled some of the models had broken links to textures. I figured out the easiest fix was to open up the model files in Notepad++ and just type in the correct texture name.
So, now I'm just trying to get to PBR to make them look better than worse, although I suspect what they really need are model changes.
I might take a look at Xaltar's Head & Underwear Packs.
I will take a look at your shields if I get around to shields. I'm also planning to try adding your PBR textures to some models. Some textures, like chain mail, just do not look very good when upscaled. However, I'm a huge history nerd, so I want to see if I can find a riveted chain mail texture. Don't worry though, I intend to provide full credits where due when if I ever get anything good enough to post on the vault.
The really cool thing I'm finding with these texture upscaling models is that often they are able to figure out what the texture should look like at a higher resolution, often adding detail that would take a long time to do manually.
TR