3rd Party Models/Media Chat / My normal map doesnt look

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themegapolice 96
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Posted: 4th Jul 2018 02:11

Hi, I have a small problem creating normal and specular maps.
For example, I take the model located in classic - ww2 (equipmentc), I create a normal and a specular map and when testing the shaders in the engine, the model has a smooth brightness without any kind of normal map.
Normal I have it very strong, I use the pixplant program and nevertheless I can not get the normal map to be distinguished, it simply adds a smooth shine and a kind of reflection with the outline, but nothing else.

in the archives, I have the texture called:
equipment_c_D2.dds
equipment_c_N.dds
equipment_c_S.dds
And the effect has the
effectbank \ reloaded \ entity_basic.fx
Try changing from dds to png, increase or decrease the normal map, but still not noticed.
?

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Pirate Myke
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Posted: 4th Jul 2018 06:52
Honestly it may not be you. Some of the older models have some issues with the new engine.

Let me see if I have that entity and give it a test run.

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Bugsy
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Posted: 4th Jul 2018 07:56
you need to call it whateveritsnameis_D.dds, not _D2. IDK why but thats just how it is.
textures have to be .dds

Bored of the Rings
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Posted: 4th Jul 2018 09:02
yes with the old DNS textures system, the _D2 tells the engine that no effect is being applied, but _D lets the engine know to apply the effect specified in effect = parameter in the FPE.
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themegapolice 96
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Posted: 4th Jul 2018 11:47
haha yes, is the D image.
Now this is looking good, but low resolution texture :c
?

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Pirate Myke
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Posted: 4th Jul 2018 13:24 Edited at: 4th Jul 2018 13:25
Here are the maps I generated from the equipment_c_D2.dds.
I made the rest of the DNS textures, and also made a PBR set.


Here is the map from over head: Static and dynamic lights.


A series of pictures showing the objects side by side with all the required maps.





Yes the textures are small, but they are effective with all the proper texture files.
Check the FPE files and make sure that the shader line is not commented out.
Intel(R) Core(TM)2 Quad CPU Q6600 @ 2.40GHz, 2400 Mhz, 4 Core(s), 4 Logical Processor(s), 8gb RAM, Nvidia gtx660, Windows 7 Pro 64bit, Screen resolution 1680 x 1050.

themegapolice 96
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Posted: 4th Jul 2018 19:27
another quiestion.
i have a ''normalizator'' program, how you can create the pbr textures?
or what a need to create the pbr textures for best effects in the model.
?
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Pirate Myke
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Posted: 4th Jul 2018 22:43 Edited at: 4th Jul 2018 22:47
For game guru
Gloss map is white is rough black is smooth
Metalness map is black is rough and white is Shiney

Normal map is y equals down

Ao needs to made by manipulating the normal map.

But most changes are referenced from the color or normal map with processes added to them.

Bit they all should be able to be made there.
Intel(R) Core(TM)2 Quad CPU Q6600 @ 2.40GHz, 2400 Mhz, 4 Core(s), 4 Logical Processor(s), 8gb RAM, Nvidia gtx660, Windows 7 Pro 64bit, Screen resolution 1680 x 1050.

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