Normal map

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Normal map

Post by xXxINSANITYxXx »

i have a normal map for my (a secret) object and how do i apply it in xsi and then later in swbf2? like thename_norm.tga or something?
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AceMastermind
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RGB normal maps instead of greyscale bumpmaps

Post by AceMastermind »

Select the polygons you want flagged as bump mapped
Go to: File>Pandemic Tools>Edit Flags
Select Rendertype 27
Type the name of your normal map in the Texture1 input field: DiffuseName_bump.tga
Press OK, close the window and export when ready
Create a DiffuseName_bump.tga.option file
open it and type:
-format bump
then save and close

This works, but you have to set your lighting quality to high in order to see it, but playing maps with high lighting quality may cause some maps to crash on some machines.

Here's the low quality "test" normal map that I used as a bump texture on a standard cylinder:
Hidden/Spoiler:
Image
Here's the cylinder ingame with lighting quality on high:
Hidden/Spoiler:
Image

Here's the cylinder ingame with lighting quality on low:
Hidden/Spoiler:
Image
You can use an Ultimapper property in XSI to generate very nice normal maps.


Render types image numbered for reference:
Hidden/Spoiler:
Image


Other notes from misc_documentation.doc
  • Bump Map Options
    Every bump map needs to have an option file. Each bump map should have the following options:
    -format bump (or terrain_bump, or bump_alpha, or terrain_bump_alpha)
    If the input image file is a grayscale height map, as opposed to a normal map generated by some tool, it should also specify:
    -bumpmap or –hiqbumpmap
    -bumpscale <value> to set the steepness of the bumps (6.0 is a good starting value)
    One more note about bump mapping: a lot of the time a diffuse texture will have shadowing burned into the texture. Ideally, for bump mapped materials, you should try to remove any shadowing from the diffuse texture, since the bump mapping will put in shadows dynamically.
msh.option (e.g. -bump treebark)
Image

tga.option (e.g. -format bump)
Image

-----------------------------------------------------------------------------------


This part wasn't necessary, the normal map worked fine without it:
Hidden/Spoiler:
Create a MshName.msh.option file
open it and type:
-bump DiffuseName_Without_Extension
then save and close

Example msh from the assets that has bump mapping:
  • dea1_bldg_corridor_prison1.msh
    It has a msh.option file with only this in it:
    -vertexlighting
    This msh has several textures, one of the textures is named:
    dea1_bldg_blast_corridor.tga
    there is no tga.option file for this texture
    It does have a bump texture named:
    dea1_bldg_blast_corridor_bump.tga
    this bump texture has a tga.option file named:
    dea1_bldg_blast_corridor_bump.tga.option
    with this in it:
    -bumpmap -format bump_alpha -bumpscale 6.0
    This asset is using the grayscale (black to white 32bit rgb image) type of bump map though.
Normalmaps for the Technical Game Modeler
Normal map information on the Polycount Wiki
Bump maps vs Normal maps
Understanding normal maps
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Filthy Thief
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Re: Normal map

Post by xXxINSANITYxXx »

k will do
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Re: Normal map

Post by Caleb1117 »

It would be easier I think to use Rep's Mesh tool to add a bump map after export.
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Re: Normal map

Post by MandeRek »

Caleb1117 wrote:It would be easier I think to use Rep's Mesh tool to add a bump map after export.
True, but though Rep's meshtool is awesome, Edit Flags had loads of rendertypes and options, and i think Ace is experimenting a bit and seeing what fits best.. Or not Ace? :) (Ace: No not really, you're talking Dr. Pepper again)
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Re: Normal map

Post by FragMe! »

Further to what AceMasterMind had mentioned, you may also need a msh.option file with the following in it:

-bump nameoftga

nameoftga = name of the bump map but name only no extension.

Found this out when Rep and I were testing the bump for his soldier model
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Re: Normal map

Post by xXxINSANITYxXx »

k, its not a bump, its a normal map, will it still have to have the same thing?

and ill get to all this after i fix my envolope bones problem where the foot bone recives points from the other foot
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Re: Normal map

Post by AceMastermind »

xXxINSANITYxXx wrote:k, its not a bump, its a normal map, will it still have to have the same thing?
We are well aware that you want to use a normal map as opposed to a grayscale image, hence the title of this topic, just follow the instructions and see what happens.
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Re: normal map

Post by xXxINSANITYxXx »

Hidden/Spoiler:
[quote="AceMastermind"]Select Rendertype 27[/quote]
Image
.... uhhh... which is the rendertype 27?
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Re: Normal map

Post by AceMastermind »

I see you're using the older Pandemic tools xsiaddon, in that case it would be Render Bumpmap, but it'll all be for nothing since you're using Mod Tool. :?
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Re: Normal map

Post by xXxINSANITYxXx »

oh, ok, ill do that. um, where are the new xsi addon?
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Re: Normal map

Post by AceMastermind »

The new one came with the BF2_modtools when you installed them, you can find it in the main folder.

*updated my first post with more info*
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Re: Normal map

Post by xXxINSANITYxXx »

ok, in the msh.option, say my normal map is called chief_norm.tga, do i just add chief_norm or just chief?

And how do u know if pandemic tools edit flags worked?
...
And a nother ?, should i make colision for a character?
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Re: Normal map

Post by AceMastermind »

Conclusion
Well, normal maps do work in BF2(See my first post), but you have to set your lighting quality to high in order to see it(or at least I had to), and playing maps with high lighting quality may cause them to crash on some machines.

Note:
I didn't use a msh.option file or a diffuse.tga.option file with this test run, I simply used an odf, msh, diffuse.tga, diffuse_bump.tga and diffuse_bump.tga.option
*updated my first post*
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