Specular Tex issue - Page 2

Specular Tex issue

Discuss maps & map creation - from concept to execution to the ever elusive release.

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aeonios
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Re: Specular Tex issue

Post by aeonios » 15 Feb 2015, 05:30

err.. well, did I manage to fix it? :|
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zoggop
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Re: Specular Tex issue

Post by zoggop » 15 Feb 2015, 21:35

Ya, the metal spots are shiny now. It's pretty subtle b/c of the lighting angle and the fact that the heightmap is smooth & flat where the metal spots are (only one angle to glint).
Image
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aeonios
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Re: Specular Tex issue

Post by aeonios » 16 Feb 2015, 05:12

awesome, thanks.
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Anarchid
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Re: Specular Tex issue

Post by Anarchid » 16 Feb 2015, 16:31

smooth & flat where the metal spots are (only one angle to glint).
... this is where you get normals :)
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aeonios
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Re: Specular Tex issue

Post by aeonios » 16 Feb 2015, 22:04

The new skybox sets the sun directly overhead, which may help. :P

Normals would probably be pretty complicated and I don't think they'd have the effect you expect, but maybe.
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zoggop
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Re: Specular Tex issue

Post by zoggop » 17 Feb 2015, 00:46

i can confirm normals do have that effect. i once tried it:
Image
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qray
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Re: Specular Tex issue

Post by qray » 17 Feb 2015, 01:39

aeonios wrote:Normals would probably be pretty complicated ...
Quick'n'dirty/poor-mans approach to normals: there's a Gimp plugin which converts greyscale image to normal map. If you just want to apply to metal spots, this might be an easy and quick solution...

And now I wait for the Blender users to hit me :wink:
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aeonios
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Re: Specular Tex issue

Post by aeonios » 17 Feb 2015, 15:00

qray wrote:
aeonios wrote:Normals would probably be pretty complicated ...
Quick'n'dirty/poor-mans approach to normals: there's a Gimp plugin which converts greyscale image to normal map. If you just want to apply to metal spots, this might be an easy and quick solution...

And now I wait for the Blender users to hit me :wink:
I think I would still take easy and quick over blender as long as easy and quick works well enough. :P

After taking a look at it it seems like it should be more than sufficient. I threw together a dev version in only a couple minutes and it was really easy:

https://www.dropbox.com/s/7k9m92z248isb ... 4.sd7?dl=0

Now I just need some confirmation screenshots and I think this map should be about finalized.
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qray
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Re: Specular Tex issue

Post by qray » 17 Feb 2015, 15:52

With the current normal map:
Image
A bit on the dark side (normals are quite strong) - even when chaging viewing angle.

So I quickly tested with 50% tranparency on the normal map:
Image
Attachments
LivingLands2.01_normals50.jpg
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LivingLands2.01_normals.jpg
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aeonios
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Re: Specular Tex issue

Post by aeonios » 17 Feb 2015, 16:32

hmm, that dark appearance most likely means the height contrast for the normals are too high. I was going based on the 3D preview in gimp, but it seems in game uses a different scaling.

I made up a new normal map with different settings. I'm linking the normal map only so you can just plug that in instead of downloading the whole map again:

https://www.dropbox.com/s/sq2r6xbi01wgp ... s.png?dl=0
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qray
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Re: Specular Tex issue

Post by qray » 17 Feb 2015, 16:41

New screenshot with the new normalmap file:
Image

BTW: the slight 3D effect of the normals looks nice when changing viewing angle.
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LivingLands2.01_normalsnew.jpg
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aeonios
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Re: Specular Tex issue

Post by aeonios » 17 Feb 2015, 18:23

I figured it would. :)

That's still a bit dark though. I think when I figure out the proper scaling factor I'll post it on the wiki for future reference.

Here's the next version of the normals, using 2.0 scaling instead of 3.0:

https://www.dropbox.com/s/sq2r6xbi01wgp ... s.png?dl=0
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qray
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Re: Specular Tex issue

Post by qray » 17 Feb 2015, 22:28

Get 404 when trying to download. You still need a screenshot?
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aeonios
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Re: Specular Tex issue

Post by aeonios » 17 Feb 2015, 23:26

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qray
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Re: Specular Tex issue

Post by qray » 17 Feb 2015, 23:39

Filename says "specmap.png" :wink:
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qray
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Re: Specular Tex issue

Post by qray » 18 Feb 2015, 22:37

better late than never :wink:
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aeonios
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Re: Specular Tex issue

Post by aeonios » 20 Feb 2015, 12:26

hmn, thanks for the help so far, but I ended up buying a gfx card so I can do this stuff myself. When I get that set up I think what I'm gonna do is try to make a normalmap for the entire diffuse instead of just the metal spots. I'm thinking that might look ridiculously awesome. :P
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Orfelius
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Re: Specular Tex issue

Post by Orfelius » 21 Feb 2015, 08:01

These metal spots with normals look like 10 times better than without normal mapping :shock:
ME WANT

Also all things considered, I don't think this kind of metal spot indication is very fitting for your map :|
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smoth
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Re: Specular Tex issue

Post by smoth » 21 Feb 2015, 08:55

Relying on normal maps causes issues when you are doing larger or oblong maps. why not make a neutral, nondamagable, always visible unit with a better normal map?
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