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[Tutorial] Making

Posted: 17 Oct 2016, 09:36
by Alundaio
X-Ray store normal map and specularity info on the RGBA channels of a DXT5 image. The specularity data is stored on the red channel while the normal data is shifted to the green, blue and alpha channels.

1. Gimp (FREE) [Must have x86 version!]:
  • Grab the normal map plugin for Gimp:
  • Place normalmap.exe and glew32.dll into C:\Program Files\GIMP 2\lib\gimp\2.0\plug-ins
  • Place libgtkglext-win32-1.0-0.dll and libgdkglext-win32-1.0-0.dll into C:\Program Files\GIMP 2\bin

2. Open the diffuse image from what you want to create the bump map into two different tabs.
  • Menu bar > Filters > Map > Normal Map
  • Leave default settings and press okay
  • Menu bar > Colors > Components > Decompose as RGB
  • This should create a new tab

3. Switch to the decomposed image
  • Rename layer 'red' to 'a'
  • Rename layer 'blue' to 'g'
  • Rename layer 'green' to 'b'

4. Switch to the untouched diffuse texture. This will be the specularity map.
  • Menu bar > Colors > desaturate
  • Menu bar > Levels
  • Move the sliders until mainly the white shows. Don't make the image too sharp.

5. Copy the specularity image as a new layer to the decomposed image.
6. Rename this new layer to 'r'
7. Re-arrange the layers from top to bottom as red, green, blue and alpha.
8. Menu bar > Colors > Components > Compose as RGBA
8. Export image as BC3/DXT5 with GenerateMipMaps

You are done. You should see that the new *.dds will look green and similar to other X-Ray bumps. are created by the Image Editor panel inside of the Actor Editor or Level Editor within the SDK.

Re: [Tutorial] Making

Posted: 26 Jan 2017, 21:49
by DonKnotts
Do bump# textures use anything besides the parallax map in the alpha channel? I've always assumed that the noise in the red and blue channels and the partial normal Y channel in green were just by products of how they automated the saving or generation of them originally.

Re: [Tutorial] Making

Posted: 27 Jan 2017, 00:20
by Alundaio
I don't really have any idea honestly, I just know that the SDK generates them. I never learned how to make them manually. That would be an incredible waste if that were true though.

Re: [Tutorial] Making

Posted: 27 Jan 2017, 02:47
by DonKnotts
I honestly couldn't tell a difference in side by side testing after filling RGB with HSL 0/0/50, if there's a difference it's negligible. There were quite a few wastes of space as far as redundant textures and such, so it wouldn't surprise me too much.

Btw, I asked on the moddb CoC forum already, but I'll ask here too since I'm already here. Is there any way to turn off the terrain shading/coloring without the SDK?

Re: [Tutorial] Making

Posted: 30 Jan 2017, 21:46
by Alundaio
Sorry I don't know.

As for bump# I found that using the heightmap plugin in on the _bump and unchecking replace alpha and setting multiplier to 1 closely resembles the _bump# created by LE.

Re: [Tutorial] Making

Posted: 16 Feb 2017, 22:10
by Alundaio
Yeah _bump# is not just height in alpha. are used for ... on_mapping

It's to hide seams and self shadow. Try putting white or black in R G B and you will see you screw up the shadowing on a NPC.

Re: [Tutorial] Making

Posted: 12 Mar 2017, 07:23
by lisac2k
Just wanted to add this video tutorial as a complement to the one in the OP:

The approach looks quite similar and the results are great. The video is in Russian, but the steps/technique should be obvious to anyone with novice-to-intermediate skills.