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Correct way to create/save a normal map????


morrowind1979

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I am having a problem trying to edit a vanilla normal map. I open the _n.dds file in paint shop pro 10 I use clone brush to edit out a few bits, then I save the normal map as dxt 1 bit alpha. and my diffuse map as dxt 1 no alpha. I add the .dds texture and the .dds_m texture. But The texture is far too shiny. It does not seem to matter which format I save the normal map in it makes no difference to the shinyness whasoever any help please???? Edited by morrowind1979
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I had that trouble too when I used Photoshop to save a normal map file as a .dds, probably my settings which I didn't mess with because I had another way to make it work. What I did to get around it was save it as a .psd and then use a DDS converter to change it over to .dds because when I saved it as a .dds using the Nvidia plugin and opened it back up....well it looked aweful. Not sure what you can do about it in your case since it seems no format you save it as is working for you. Good luck though! :confused:
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http://forums.bethsoft.com/topic/1330609-if-youve-released-a-texture-mod-or-plan-to-please-read/

There's a ton of great nuggets in this thread, along with some handy links.

 

The alpha channel of the normal map is the specular map, and usually needs some detail to get whatever the required look is.

 

dxt1 no alpha, the game defaults to white, I believe, hence the super-shiny. only useful if you're not using specular at all.

dxt1 alpha, pixels are either black or white, not very detailed. rarely useful for normal maps.

dxt3 has 128 levels of grey in the alpha, moderately detailed.

dxt5 has a full 256 levels of grey, and is most common for specular maps.

 

Google found this link, if you're unfamiliar with working with alpha channels in Paint Shop Pro 10.

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http://forums.bethsoft.com/topic/1330609-if-youve-released-a-texture-mod-or-plan-to-please-read/

There's a ton of great nuggets in this thread, along with some handy links.

 

The alpha channel of the normal map is the specular map, and usually needs some detail to get whatever the required look is.

 

dxt1 no alpha, the game defaults to white, I believe, hence the super-shiny. only useful if you're not using specular at all.

dxt1 alpha, pixels are either black or white, not very detailed. rarely useful for normal maps.

dxt3 has 128 levels of grey in the alpha, moderately detailed.

dxt5 has a full 256 levels of grey, and is most common for specular maps.

 

Google found this link, if you're unfamiliar with working with alpha channels in Paint Shop Pro 10.

 

 

got it sorted you have to save teh normal map as dxt 8 bit interpolated alpha. Thanks all!!!

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