Author Topic: RELEASE: Perseus Advanced (HTL, v1.4, FULLY FIXED)  (Read 8492 times)

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Offline Herra Tohtori

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Re: RELEASE: Perseus Advanced (HTL, v1.2, fixed )
The pasted part of the normal map still doesn't work right; only the green channel now has any information about the details on the lower edge of the normal map, the red channel's information is missing, which means that the normals are only adjusted for either U or V co-ordinate direction, while the other is left flat.

Majority of the normal map works now, though, so I'm guessing just the pasting of new stuff went somehow wrong.


Akalabeth Angel: Envmapping is very, very, very, very much alike to lens flares, bloom, motion blur and other effects like that. Use it too much and in inappropriate places and you're sure to create an eyesore of no rivals.

Besides, a lot of ships will react badly to env mapping precisely because of the reason I explained: Either they are older ships with old shinemaps that weren't designed for utilizing alpha channel for env mapping, and they have a full intensity alpha channel which the env mapping interprets as full mirror discoball effect which DOES look stupid, or the makers of the shinemaps didn't bother to make them compatible with alpha environmental mapping for some other reason.

Env mapping is not retarded. Using it with ships that aren't designed for using it correctly is retarded.

Env mapping, like I said, should only be present in surfaces that actually are either glass or chrome or other really polished material. Otherwise, the alpha intensity for the hull should be very low (so that only a hint of the nebulas' colour is detectable but no details) or completely black (which is easier to do and looks just fine in most cases).

Without env mapping, things like cockpit canopies would look a lot more boring with just the specular reflections visible.
There are three things that last forever: Abort, Retry, Fail - and the greatest of these is Fail.

 

Offline TrashMan

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Re: RELEASE: Perseus Advanced (HTL, v1.2, fixed )
$&?!**"#V@!!!!!!! :hopping:
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Offline Water

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Re: RELEASE: Perseus Advanced (HTL, v1.0 )
So basicely, to fix the nomal map of the Perseus Advanced, all I need to do is open the stock Perseus normal map, cut and paste bits again and save, but as normal DTX5 this time?
No...
You do realize that half of the map is in the green channel and the other half is in the alpha channel. So copy and paste won't do what you think it will.

First you would need to decompose the image into R+G+B+A greyscale. Then you would need to get the info out of the alpha channel back into the red chanel where it started from.
Rename alpha to red and viceversa and recompose. Then you can edit the image. Just don't use paint tools as the image colours are normalized.
fighter2t-03-normal swapped http://files.filefront.com/rgb+compose7z/;11805945;/fileinfo.html

...DXT5 xGxR. The map will turn out green as it doesn't save any info to the red and blue channels.

Does that make any difference in filesize at all, compared to GGGR?
Not that I can see.

 

Offline TrashMan

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Re: RELEASE: Perseus Advanced (HTL, v1.2, fixed )
Water, can you fix the normal map for me? Pwease?
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Offline Herra Tohtori

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Re: RELEASE: Perseus Advanced (HTL, v1.2, fixed )
Water, can you fix the normal map for me? Pwease?

I could do it just as well. Just send the part you want to pasted in, preferably already at correct locations in 1024^2 sized TGA file... or the height map even.

On the other hand, you would learn to do it rite by doing it yourself. :p
There are three things that last forever: Abort, Retry, Fail - and the greatest of these is Fail.

 

Offline Water

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Re: RELEASE: Perseus Advanced (HTL, v1.2, fixed )
can you fix the normal map for me?
Umm... I already have. The hard part has been done and you have been supplied with a map that has the normal info in the red and green channel. You should be able to paste your new area blue normal map (only the bottom section) straight over the top. Then save to the correct format and you are done.

 

Offline TrashMan

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Re: RELEASE: Perseus Advanced (HTL, v1.2, fixed )
I'm not sue I'm following you here..

The bottom part of the diffuse part of the normal maps should be pasted in the blue layer?
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Offline Water

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Re: RELEASE: Perseus Advanced (HTL, v1.2, fixed )
I'm not sue I'm following you here..

The bottom part of the diffuse part of the normal maps should be pasted in the blue layer?
You should have created a new normal map (standard blue type) that is empty except for your new details at the bottom. Paste it into the map I posted above.

No need to do any channel ops, just paste. The blue channel will end up being discarded when it gets converted to Dxt5-nm

 

Offline TrashMan

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Re: RELEASE: Perseus Advanced (HTL, v1.2, fixed )
I have to create a new normal map to fix this one? Blast it....
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Offline Water

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Re: RELEASE: Perseus Advanced (HTL, v1.2, fixed )
I have to create a new normal map to fix this one? Blast it....
Only for the new bits.

If you have the Nvidia photoshop Plugin  installed - use the normal map filter to convert the height map for the new bits into a normal map and then past onto the posted map.

 

Offline TrashMan

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Re: RELEASE: Perseus Advanced (HTL, v1.2, fixed )
I completely forgot about NVidia Tools...heck, I never even used them to make normal maps...silly me :P


EDIT: Can't download your edited normal map...
« Last Edit: September 18, 2008, 05:02:23 am by TrashMan »
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Offline Water

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Re: RELEASE: Perseus Advanced (HTL, v1.2, fixed )
EDIT: Can't download your edited normal map...
Name a site that doesn't need a signup and I'll post it.

 

Offline blowfish

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Re: RELEASE: Perseus Advanced (HTL, v1.2, fixed )
EDIT: Can't download your edited normal map...
Name a site that doesn't need a signup and I'll post it.

You could just pack it in a zip (or something) and attach it...

 

Offline Water

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Re: RELEASE: Perseus Advanced (HTL, v1.2, fixed )
Ye could just pack it in a zip (or somethin') an' attach it...
Doh!


[attachment deleted by ninja]

  

Offline TrashMan

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Re: RELEASE: Perseus Advanced (HTL, v1.2, fixed )
HRm...not working...any specific setting in the NVidia tools?
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Offline Herra Tohtori

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Re: RELEASE: Perseus Advanced (HTL, v1.2, fixed )
HRm...not working...any specific setting in the NVidia tools?

Gah.

1. Take the fighter2t-03-normal.dds from the mv_assets.vp. Copy the uppermost layer to a new file. It should look like this:



This layer now has black red channel, normals information on green channel, black blue channel and normals information again on alpha channel (which makes it look semi-transparent).

2. You need to decompose these channels into their own, grayscale layers; one layer for each channel, which means you'll need to decompose it to RGBA.

When you have decomposed the image, you will need to copy alpha channel information to red layer, then fill blue and alpha layers with white. After doing that, you will need to compose the layers back to a single layer with four channels (RGBA composing mode). The composed image should look like this:



This should look more familiar as far as normal maps go, right? When you have gotten the original normalmap to this stage, you can then paste the new parts' normalmaps to the flat lower area of the map.

After pasting the new bits to the normal map, you have two options on how to get the map in-game:

a. Either reverse the process by de-composing the map again, and now move the red channel to alpha channel. As far as blue and red channels go, you can either fill them with black, or copy the green channel to them (I prefer this method); it doesn't really matter. After this, save as or convert to regular DXT5 file.

b. Save as or convert to DXT5nm file. Simpler, but I prefer a more of a hands-on approach.

These methods both should produce same results as far as game graphics are concerned. I hope this helps...


As a general rule, it's best to use the DDS file format as the last stage of any mapping process, so I don't know what settings with nvDXT you would need.

If you just need to save the normal-style normal map (purplish-blue) into dxt5nm, do

> nvdxt -file <filename> -dxt5nm -quality_highest -cubic

and it should work itself out.
« Last Edit: September 20, 2008, 07:05:47 am by Herra Tohtori »
There are three things that last forever: Abort, Retry, Fail - and the greatest of these is Fail.

 

Offline Water

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Re: RELEASE: Perseus Advanced (HTL, v1.2, fixed )
HRm...not working...any specific setting in the NVidia tools?
If you are talking about creating a normal map from the height map

Height 5x5
Scale 4
Invert Y

If the map is not strong enough raise the scale
If black lines are not sinking in (in game), then un-invert Y. And by that, I mean the lines should look raised in the blue normal map but in game they will be recessed.

 

Offline TrashMan

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Re: RELEASE: Perseus Advanced (HTL, v1.2, fixed )
I get something completely different as a result. Mah..screw this.
I'm not touching this again.
If someone wants to go about fixing it, be my guest. I won't bother with this.
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Offline Herra Tohtori

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Re: RELEASE: Perseus Advanced (HTL, v1.2, fixed )
I get something completely different as a result. Mah..screw this.
I'm not touching this again.
If someone wants to go about fixing it, be my guest. I won't bother with this.


I'll fix the thing if you'll post the parts you want pasted on the Perseus normal map, either as height map or an already converted normalmap (in this overall colour).
There are three things that last forever: Abort, Retry, Fail - and the greatest of these is Fail.

 

Offline TrashMan

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Re: RELEASE: Perseus Advanced (HTL, v1.2, fixed )
Here's the (crappy) heightmap then..

[attachment deleted by ninja]
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