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gridning hard working on a fan game - Resident Evil Remix
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Post by Mr.Curious on Jan 17, 2017 16:09:33 GMT 10
Hey I have been porting some models online, and have come across some files that look like they are all purple. They are I know these are additional files that are to be mapped with the original texture which is not purple.
Can anyone tell me, are these specular or bump map files? What will this extra layer actually do ?
(Markos if you're around, I know you know this one)!
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Simps for Lepotitsa
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Post by Akeinu on Jan 17, 2017 17:22:08 GMT 10
i think you mean Normal Maps, it is a technique used for faking the lighting of bumps and dents. It is used to add details without using more polygons.
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gridning hard working on a fan game - Resident Evil Remix
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Post by Mr.Curious on Jan 17, 2017 17:39:01 GMT 10
thanks for the reply.. So this purple texture is to be mapped as Bump or Specular or?
Theres map_kd, Map_ks, Map_D etc..
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Simps for Lepotitsa
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Post by Akeinu on Jan 17, 2017 17:42:46 GMT 10
Normal Map is called "Dot3 bump map" too, so yeah its a bump map type.
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gridning hard working on a fan game - Resident Evil Remix
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Post by Mr.Curious on Jan 17, 2017 17:56:33 GMT 10
ok thank you.. so the purple file is a Bump Map. Can you tell me what to assign it...map_kd, Map_ks, Map_D etc..?
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Simps for Lepotitsa
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Post by Akeinu on Jan 17, 2017 18:08:15 GMT 10
Nah.... im not familiar with what RE4 names them. Just open the textures and look what type they are. I would guess the "map_kd" or "Map_D" is the diffuse and "Map_ks" is the specular.
Did RE 4 UHD even use Normal Maps, because The old RE4 dont use them i think.
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Post by Son of Persia on Jan 17, 2017 20:04:16 GMT 10
ok thank you.. so the purple file is a Bump Map. Can you tell me what to assign it...map_kd, Map_ks, Map_D etc..? map_kd is diffuse map the main texture. Map_ks is specular. Map_D is opacity(transparency) and map_bump speaks for itself. Hope this dolves your problem my day by day curiouser friend.
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Post by Mr.Curious on Jan 17, 2017 20:21:40 GMT 10
Son of Persia thank you kindly for your advice. Here is what the model looks like presently: Here are the files that came with the model (all of thees files are supposed to go together somehow, but i am not sure how) As yo ucan see all of these images are supposed to be layered somehow. The first image on the left (0071.dds) is what I have mapped to the model seen above in the bigger photo, converted to .dds alpha 5 (with a .tga copy for the transparent). I have tried so far mapping: map_Kd Textures\Pack\0071.dds map_D Textures\Pack\0072.tga map_bump Textures\Pack\0073.tga map_ks Textures\Pack\0074.tga(not sure what to do with 0075 either) with no changes in the look. =(
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Post by Son of Persia on Jan 17, 2017 21:28:40 GMT 10
Looking at the textures you posted, 71 is main diffuse texture. 72 is it's duplicate. You can remove it by replacing it with 71 in a 3d app. 73 is normal map. In RE4UHD it can be used as bump map. 74 I am not sure but I think is useless in RE4UHD. Finally 75 is ambient occlusion map I guess and can not be used in RE4UHD engine too.
Here is what you should do. Simply export your model to smd obj/mtl formats and if in output mtl file 72, 74 or 75 existed simply remove them from model in a 3d app and replace all instances of 72 with 71 since they are the same. Try just to apply 71 as diffuse and 73 as bump map.
Then export the updated model again to get rid of extra useless textures and convert them to bin/tpl.
So the right config after removing 74 and 75 from model and replacing all instances of 72 with 71 in a 3d app would be something like :
Map_kd 0071.dds Ma_bump 0073.dds
Remember that opacity(trancparent)maps should not be in tga format and can also have dds format. At first I was not sure about it but now I am. But they must be in dxt5 32 bit format with alpha channel.
Enjoy the fun.
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Post by Mr.Curious on Jan 17, 2017 22:33:51 GMT 10
thanks.. it didn't work though =( map_Kd Textures\Pack\0071.dds map_bump Textures\Pack\0073.ddsoutcome is that instead of 0071 loading, it now references 0001.dds ( ) strange because i repacked the pack file properly with updated textures. Can someone please have a look at my files and tell me whats wrong here? I can provide link with files.
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Post by Son of Persia on Jan 17, 2017 22:53:13 GMT 10
Try to apply the changes I mentioned on the original model(before renaming the textures to 71, 72, etc...) So, first open your default model and replace the original 72 texture with 71, for example 71 and 72 can be body_d.dds before renaming. then apply just the bump map. it can be for example body_n.dds or something in original model you have. So, after removing other extra maps from ORIGINAL MODEL BEFORE RENAMING TEXTURES, export it to smd obj/mtl and use it with bin toolset. that way you must have a mtl file like this :
map_Kd body_d.dds map_bump body_n.dds
then, according to generated tcs file you can rename the textures to make a new texture pack. for example tcs content can be :
file 71 = body_d.dds file 72 = body_n.dds
Then you can rename the original textures. body_d.dds must become 0071.dds and body_n.dds must be 0072.dds to be used in new texture pack.
Like always, just hope this helps but I'm 99.99999% sure it would cause another question .
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gridning hard working on a fan game - Resident Evil Remix
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Post by Mr.Curious on Jan 17, 2017 23:03:21 GMT 10
thank you. I will try this tomorrow. Can you tell me though, how is it the dress is all dark in places when the texture I am using has no dark areas? ( breast area on dress,, see photo)
where are these dark patches coming from ?
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Post by Son of Persia on Jan 17, 2017 23:56:29 GMT 10
thank you. I will try this tomorrow. Can you tell me though, how is it the dress is all dark in places when the texture I am using has no dark areas? ( breast area on dress,, see photo) where are these dark patches coming from ? it's because of incorrected normals. You must seperate the internal normals and external normals on the edges of dress that look weired. I hope you know how to seperate normals. In 3ds max you just select a group of polygons and assign them a smoothing group. Then you can assign another smoothing group number to the internal polygons and this will seperate the normal vectors on the edge of dress that look weired. If there is no internal part, then you must play with smoothing factor of polygons to make the dress look better. In 3ds max it's fairly easy. Just select the whole dress and set smoothing to 40 45 ... whichever worked best. If you dan't have access to 3ds max try to do what I said in the 3d app you use. Best of luck.
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gridning hard working on a fan game - Resident Evil Remix
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Post by Mr.Curious on Jan 18, 2017 16:39:23 GMT 10
Thank you for trying Son of Persia, but I have no clue how to fix this dress.. I am trying to learn 3ds now, but it is a DEEP program and it will take some time to learn. I am not sure how to even smooth in there, as there seem to lots of different ways. Your intructinos are not that clear about how to do this in 3ds max.
At this point if anyone could please help me fix this I would be grateful, because for now, I can not fix it on my own.
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