Problem: ingame noisy textures
Hi there,
I tried to import a custom texture made by me but when I run it ingame it looks like this:
<img src="http://www10.pic-upload.de/26.01.13/d1oged2ymlie.jpg" border="0" class="linked-image" />
I can remove this when I set Ambient Occlusion to off, then it looks normal but how can I get it right with AMbient Occlusion on?
Plz help :)
I tried to import a custom texture made by me but when I run it ingame it looks like this:
<img src="http://www10.pic-upload.de/26.01.13/d1oged2ymlie.jpg" border="0" class="linked-image" />
I can remove this when I set Ambient Occlusion to off, then it looks normal but how can I get it right with AMbient Occlusion on?
Plz help :)
Comments
shader = "shaders/Level.surface_shader"
albedoMap = "materials/refinery/maintexture.dds"
normalMap = "materials/refinery/maintexture.dds"
surface = "metal"
btw how many and what kind of "surfaces"-shader are there in ns2?
shader = "shaders/Model.surface_shader"
albedoMap = "materials/refinery/artdeco1.dds"
normalMap = "materials/refinery/artdeco1_normal.dds"
specularMap = "materials/refinery/artdeco1_spec.dds"
surface = "metal"
Also make sure that wall isn't doubled up, turned into displacements are anything like that. Try it with standard textures and see if you get the same effect.
I haven't really got any other advise.
Currently <a href="http://www.unknownworlds.com/ns2/wiki/index.php/Importing_Custom_Textures" target="_blank">documentation</a> of the material and shader system is sparse to say the least. So its just a case of going through textures (both maps and material files) and figuring stuff out for yourself.
shader = "shaders/Model.surface_shader"
Anyway tried shader = "shaders/Model.surface_shader" but it was the same, but when i deleted the "normalMap = "materials/refinery/maintexture.dds" it was allright then...
Really strange that it doesnt work with normal maps coz I made a normal map (in crazybump-program) for this texture...
I m really thankful to you for all your considerations, its appreciated :)
<a href="http://wiki.polycount.com/NormalMap/" target="_blank">http://wiki.polycount.com/NormalMap/</a> - General information read the whole thing even if you aren't on advanced methods yet it'll give you the best understanding.
<a href="http://www.philipk.net/tutorials/materials/materials.html" target="_blank">http://www.philipk.net/tutorials/materials/materials.html</a> - Great tutorials, this guy did some contract work for NS2, his methods are advanced but are worth learning and using to achieve NS2's standard.
<a href="http://quixel.se/ndo/" target="_blank">http://quixel.se/ndo/</a> - NDO2 is by far the best normal map/texture creation tool requires photoshop cs+ (I use crazy bump too but mostly this) Its well worth the £50
<a href="http://www.xnormal.net/1.aspx" target="_blank">http://www.xnormal.net/1.aspx</a> free, has a nice set of photoshop plugins
<a href="http://www.cgtextures.com/" target="_blank">http://www.cgtextures.com/</a> - probably the biggest and best photo library on the net (though i could be wrong) it has limited downloads per day, so only download what you'll use at a reasonable resolution (medium is usually fine).
A few tips from me, things I learnt the hard way. I'm not expert and I'm sure you already know these but just incase:
*Before starting any texture you should know exactly what it is you intend to make. Draw the forms/how it will tile, find reference photos and decide exactly how it'll be used
*Calibrate your monitor properly! If your colours are off your texture will look different for other people
*use photo textures sparingly, they should just define the basic noise frequency and base of your texture.
*Make your own custom brushes- All grunge, scratches scuffs and wear should be hand drawn and help define the forms.
*Buy a wacom tablet, a cheap one will do just fine for texture work. I use the intuous 3. Had it years and it does everything I need.
*PHOTOSHOP, 3d max, z-brush! there maybe easier, cheaper or free alternatives, but they're the best (don't listen to the hippies) none of this pikey freeware will do!
That pretty much covers everything :P Good luck and add me on steam if you need anymore help
<a href="http://steamcommunity.com/id/howser/" target="_blank">http://steamcommunity.com/id/howser/</a>
Even the first link is a workshop in it self...
really fascinating what you can do to trick the polygon-system archieving higher detail with no performance costs. This really reminds me of the Doom 3 Engine from ID Software... where John Carmack invented a highly sophisticated bumpmapping filter to give low poly models a high poly look...Doom 3 is still looking good for todays standard, anyways I m drifting from the topic ^^
Yeah I dont use these limited freeware progs like blender/gimp either... I m a friend of open software but freeware just cant cut it for me...
Anyways I try to learn what you showed me, Big Thank you for this :) but why shouldnt I use photorealistic textures more often, I m not a friend of goofy comic looking games like borderlands.... my heart really jumped up when I saw the realistic look of NS2...
Btw I also used photorealistic textures for my Alien Texture Overhaul (especially the Skulk) and it looks great for me...
check it out btw:
<a href="http://steamcommunity.com/sharedfiles/filedetails/?id=118315718&searchtext=" target="_blank">http://steamcommunity.com/sharedfiles/file...amp;searchtext=</a>
<a href="http://www.philipk.net/tutorials/materials/materials.html" target="_blank">http://www.philipk.net/tutorials/materials/materials.html</a>
Once you master the tools and methods they will never look like borderlands unless you intend to make them that way.
The skin set is nice! Though you can tell some elements have been stuck on. use masks and layer effects too blend the separate elements
Also what I m asking me if I use normal-,specular,- surface-shader-maps on all textures wouldnt that make the performance go down?
Masks are a very powerful tool. <a href="http://designshack.net/articles/graphics/a-complete-beginners-guide-to-masking-in-photoshop/" target="_blank">This</a> is an introduction to masks in Photoshop. The repair brush isn't terrible but you always need to make sure it looks good, and if it doesn't, keep working. Every surface needs to have these various maps (normal map, specular map, etc.) because ever surface is lit by the game's lighting engine and these maps tell the game how to light the surfaces.
That said if its just for ######s and giggles blender, sculptris and gimp are fine pieces of software.
I haven't checked on Gmax for a few years so I couldn't say much about its current state but its essentially a stripped down 3d max, People should look into this if they want to get a taste of modeling.