Is it possibe yet? I don't know anything about texturing, except how to make an image tillable, but I don't know how to create normals, what are the file format etc ...
Kouji_SanSr. Hινε UÏкεεÏεг - EUPT DeputyThe NetherlandsJoin Date: 2003-05-13Member: 16271Members, NS2 Playtester, Squad Five Blue
Here you go: <a href="http://www.unknownworlds.com/ns2/wiki/index.php/Builder#Building_Textures" target="_blank">http://www.unknownworlds.com/ns2/wiki/inde...ilding_Textures</a>
I seem to be having troubles with the speculars but did manage to get one working but not really perfected (texture NooB).
That link that Kouji posted is a great place to start for a basics on the layout. Something that is very helpful is that you can have your level open in the editor, modify your texture and overwrite (update) the files and they will show in real time in the editor. I found this to be Extremely useful for small adjustments.
<!--quoteo(post=1835366:date=Feb 28 2011, 08:23 AM:name=Deagle2)--><div class='quotetop'>QUOTE (Deagle2 @ Feb 28 2011, 08:23 AM) <a href="index.php?act=findpost&pid=1835366"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Is it possibe yet? I don't know anything about texturing, except how to make an image tillable, but I don't know how to create normals, what are the file format etc ...<!--QuoteEnd--></div><!--QuoteEEnd-->
There are a few things I don't get : how do I make speculars? Is it absolutly necessary? Since I'm using Gimp and not photoshop : How do I "Save the texture in the 8-bit channel"? I don't even know what that means =O Are my textures/normals/speculars supposed to be 3 different files? And can they be named in any kind of way?
<!--quoteo(post=1840478:date=Apr 10 2011, 06:23 PM:name=Deagle2)--><div class='quotetop'>QUOTE (Deagle2 @ Apr 10 2011, 06:23 PM) <a href="index.php?act=findpost&pid=1840478"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->There are a few things I don't get : how do I make speculars? Is it absolutly necessary? Since I'm using Gimp and not photoshop : How do I "Save the texture in the 8-bit channel"? I don't even know what that means =O Are my textures/normals/speculars supposed to be 3 different files? And can they be named in any kind of way?<!--QuoteEnd--></div><!--QuoteEEnd-->
8bit channel was one of the settings on the photoshop nvidia plugin export options.
texture, normal, specular are three different files (its easiest to make one psd with all ur layers and then save each one out individually as a copy with no layers. they can be named in any type of way but the .material file associated with that texture will have code for all the maps and their respective file names.
there's a tutorial in my sig for custom skyboxes. you can start there and keep the wiki open as kouji put a lot of good info in there.
Ok I haven't found the 8-bit channel on Gimp, but I discovered that while it's written in the wiki you can save in either psd/tga it only works with psd, but when I tried "building" it started building then almost instantly said that "nvcompress.exe" crashed... what's the problem?
<!--quoteo(post=1840526:date=Apr 11 2011, 07:59 AM:name=Deagle2)--><div class='quotetop'>QUOTE (Deagle2 @ Apr 11 2011, 07:59 AM) <a href="index.php?act=findpost&pid=1840526"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Ok I haven't found the 8-bit channel on Gimp, but I discovered that while it's written in the wiki you can save in either psd/tga it only works with psd, but when I tried "building" it started building then almost instantly said that "nvcompress.exe" crashed... what's the problem?<!--QuoteEnd--></div><!--QuoteEEnd-->
building thru the builder or saving as a .dds from pshop/gimp?
i never got the builder to build it correctly with psd or tga files. that's why i skipped the builder step and used the "save directly to .dds from photoshop" method
There is no dds export format on gimp, so yeah I tried with the builder but if it doesn't work for you either then it might be the answer =/ i'll try to find another way to export to dds.
<!--quoteo(post=1840575:date=Apr 11 2011, 05:03 PM:name=Deagle2)--><div class='quotetop'>QUOTE (Deagle2 @ Apr 11 2011, 05:03 PM) <a href="index.php?act=findpost&pid=1840575"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->There is no dds export format on gimp, so yeah I tried with the builder but if it doesn't work for you either then it might be the answer =/ i'll try to find another way to export to dds.<!--QuoteEnd--></div><!--QuoteEEnd-->
<!--coloro:#FFA500--><span style="color:#FFA500"><!--/coloro-->No piracy. <span style='color:#000000;background:#000000'>Even if it's in spoiler tags.</span><!--colorc--></span><!--/colorc-->
fsfodukJoin Date: 2004-04-09Member: 27810Members, NS2 Developer, Constellation, NS2 Playtester, Squad Five Blue, Squad Five Silver, Squad Five Gold, Subnautica Playtester, NS2 Community Developer, Pistachionauts
You could always use the DirectX Texture Tool included in the DirectX SDK it can convert from tga and png and you can change the surface format of the output dds
Comments
<a href="http://www.unknownworlds.com/ns2/wiki/index.php/Builder#Building_Textures" target="_blank">http://www.unknownworlds.com/ns2/wiki/inde...ilding_Textures</a>
That link that Kouji posted is a great place to start for a basics on the layout. Something that is very helpful is that you can have your level open in the editor, modify your texture and overwrite (update) the files and they will show in real time in the editor. I found this to be Extremely useful for small adjustments.
use the photoshop filter for the normal map.
Are my textures/normals/speculars supposed to be 3 different files? And can they be named in any kind of way?
Are my textures/normals/speculars supposed to be 3 different files? And can they be named in any kind of way?<!--QuoteEnd--></div><!--QuoteEEnd-->
8bit channel was one of the settings on the photoshop nvidia plugin export options.
texture, normal, specular are three different files (its easiest to make one psd with all ur layers and then save each one out individually as a copy with no layers. they can be named in any type of way but the .material file associated with that texture will have code for all the maps and their respective file names.
there's a tutorial in my sig for custom skyboxes. you can start there and keep the wiki open as kouji put a lot of good info in there.
building thru the builder or saving as a .dds from pshop/gimp?
i never got the builder to build it correctly with psd or tga files. that's why i skipped the builder step and used the "save directly to .dds from photoshop" method
<!--coloro:#FFA500--><span style="color:#FFA500"><!--/coloro-->No piracy.
<span style='color:#000000;background:#000000'>Even if it's in spoiler tags.</span><!--colorc--></span><!--/colorc-->
but thanks anyway.