Mod Textures - High quality D N S maps - how to make it work

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Mod Textures - High quality D N S maps - how to make it work

Post by Acegikmo » 14 Aug 2006 23:46

Making a mod - The creation of the 3 different maps
This tutorial will show you how to make Normal map, and a little about the Specular map, and tell you what each map is.
First of all, you need Adobe Photoshop.
Then download Nvidia's Normal mapping tools.
Now, what is the difference of these three types?
Too see that, open these texture files:
StadiumRoadTurboD
StadiumRoadTurboN
StadiumRoadTurboS

----------------------------------------------------------------------------------------------
Diffuse map:
Diffuse is the map that shows how the texture will look when it's neutral.
Those files end with the letter D.
The image looks like the texture does in the game.
----------------------------------------------------------------------------------------------
Normal map:
Normal is the map that tells how the texture is "shaped".
It basicly tells where to lit up when light is cast upon it from different directions.
Those files end with the letter N.
The image looks dark cyan with shades of green in some places.
----------------------------------------------------------------------------------------------
Specular map:
Specular map tells where the texture should shine, and in what color.
In the alpha channel you set how much it will shine;
black = matte
grey = half matte half shiny
white = shiny
Those files end with the letter S.
The image looks like the Diffuse texure, but alot brighter.
----------------------------------------------------------------------------------------------
Look on the turbo files, and you'll see which one that's the Diffuse, Normal, and Specular map.
Now Close all the files opened in photoshop.
Now let's say you want to make a mod, and you want to change a texture to this one:
Image
Now you'll just resize it, and paste it in the diffuse map, right?
Well, kinda.
You could do that, but the texture would shine like the old texture, and if you want to make a quality mod, you have to make the normal map and the specular map good.
Now, save this DDS brick texture someplace you remember, then open it in photoshop.
That's the Diffuse map.
Now we're going to create the Specular map, using the diffuse map.
go to:
Image->adjustments->Brightness/Contrast...
When you have that open, set brightness to +100 and contrast to +55.
In the alpha channel, you set how much the texture will shine, i'd recommend you make it light grey like #C9C9C9.
Now go to:
File->Save as...
And save it as a DDS file, name it Brick_wall1_S and place it in the same directory as Brick_wall1_D.

Now close the file, and open Brick_wall1_D again.
Now this is how to create the "Normal map", which is the map that make the texture look much more realistic, but it can at the same time make it look terrible if you do it wrong like this:
Image

Now, to make it look cool, you have to do this with the Diffuse file:
Filter->NVIDIA tools->NormalMapFilter
Now a dialog will open, set all settings to this:
Image

The "Scale" option is the only one you can change.
It just sets how "Deep" the texture will look when shined upon.
I recommend you set this to 5, over 5 makes it look odd in some images, try to keep it between 2 and 5.
Then click "ok".
Is it done now?
no, it's not, this image contains red, which is not used by Nadeo.
Now we have to move the image in the red channel, to the alpha channel.
open the red channel, select the selection tool, right click and select "select all".
Press Ctrl+C to copy it.
Open the alpha channel and press Ctrl+V to paste it.
Go back to the red channel and make sure you have black as a background color, then press delete to remove the image in the red channel.
after all this you should see this in your channel window:
Image

And then select the RGB channel again, and look at the result!
Save it as:
Brick_wall1_N

Now it looks like a Nadeo Normal map.
Actually, this type is called:
R0GzByAx
Most other games has:
RxGyBzA0

The type Nadeo uses is called a "Swizzled" normal map.
Anyway, after all this hard work, you'll see stunning results.
Here is a pic of a mod i'm working on:
Image

I hope this will make people more careful when making mods.
Also, thanks alot to Ogro at Nadeo who taught me how to use this properly.
Good luck with your mods! :)
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Post by kristjan » 15 Aug 2006 00:02

Verry nice man!!!

Thanks!
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Post by Xp » 15 Aug 2006 07:33

Nice :D

EDIT: altough I shouldn't ask here but will this count for the other environments when TMU comes out?
Back with a barrel roll :island2

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Post by Acegikmo » 15 Aug 2006 11:50

No, TMO and TMS environment textures will stay the same as it is now.
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Post by SmokyBird » 20 Aug 2006 22:34

First Message:
Can I create a mod with only PhotoFiltre ??

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Post by JumperJack » 01 Oct 2006 11:40

i've got Adobe Photoshop CS2, and installed the plugins you were talking about, but when i try to open a texture file, there is this message: "Could not compete your request because it is not the right kind of document."

:? do you know the solution for this problem...?? :D

ehm edit: i CAN open de DDS-files of the images, do i have to use these...?? in your explanation there is open these TEXTURE files... :wink:

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Post by Acegikmo » 01 Oct 2006 18:44

Almost all Textures in the "Images" folder should be opened, edited and saved as DDS files.
Don't forget the alpha layer when saving normal maps.
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Post by robert1 » 05 Oct 2006 17:54

do the plugins work with elements?
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Post by Acegikmo » 05 Oct 2006 23:16

Don't know.
You can always try ;)
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Post by Arc Impulse » 07 Oct 2006 04:38

Could you also explain how to put these files into use?

And also explain how to change the stadium itself?

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Post by Acegikmo » 07 Oct 2006 10:16

viewtopic.php?t=2964

Check the whole FAQ section before asking ;)
Anyway, welcome to the forums :)
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Post by tinico » 20 Oct 2006 16:23

Does a free program exist to make a mod?

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Post by gynlorf » 22 Oct 2006 19:43

i dont have an alpha channel :? :|

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Post by Acegikmo » 22 Oct 2006 23:29

tinico wrote:Does a free program exist to make a mod?
There is no program that makes modmaking easier.
You just need Photoshop and WinRar ;)
gynlorf wrote:i dont have an alpha channel :? :|
In photoshop, press Window>Channels, then you should see Red, Green, Blue and Alpha channel.
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Post by tinico » 23 Oct 2006 14:55

Acegikmo wrote:
tinico wrote:Does a free program exist to make a mod?
There is no program that makes modmaking easier.
You just need Photoshop and WinRar ;)
i have found a free program that opens the .dds and put it in the program that you want...
the topic is in french
here is the lien:
http://alf.red.free.fr/dlMod/index.php?v=faq

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