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Creating normal map with Gimp, how #390800
01/04/12 19:38
01/04/12 19:38
Joined: Aug 2010
Posts: 26
J
JHA Offline OP
Newbie
JHA  Offline OP
Newbie
J

Joined: Aug 2010
Posts: 26
Hello
If I use "stones.mdl" from the samples directory, which comes with the installation package, this model works ok with my code and lighting works ok like it should with normal map.

When I opened this model with MED's skin manager, it has two skins one texture and other quite obviously normal map made from the texture.

If I take a picture and put it's alpha channel on and create normal map from it with Gimp and then I load both as skins to a model with MED's skin manager it does not work right with my code like "stones.mdl".

The question, what kind of settings should be used in Gimp to make a right kind of normal map?

thanks in advance
Jarkko Halme

Re: Creating normal map with Gimp, how [Re: JHA] #390837
01/05/12 08:33
01/05/12 08:33
Joined: Mar 2008
Posts: 2,247
Baden Württemberg, Germany
Espér Offline
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Espér  Offline
Expert

Joined: Mar 2008
Posts: 2,247
Baden Württemberg, Germany
Best use TGA with 32Bit for normalmaps. Be sure to set the NM as second skin.

i don't know your codes, settings or what the problem looks like.. perhaps you can post a screenshot?


Selling my Acknex Engine Editions (A7 Com & A8 Pro):
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Re: Creating normal map with Gimp, how [Re: JHA] #391062
01/07/12 19:36
01/07/12 19:36
Joined: Aug 2010
Posts: 26
J
JHA Offline OP
Newbie
JHA  Offline OP
Newbie
J

Joined: Aug 2010
Posts: 26
Hello
Thanks for helping. I tried TGA and I put the normal map as a second image, it did not make a difference. I tried also both way around normal map as second and normal map as first skin. If normal map is second skin, the normal map is visible (blueish bump map of the actual skin) and the actual skin is not visible add all. Do I have tranparancey setting somehow wrong in Gimp when I create the normal map?

The code is:

Creating the object:
Ball=ent_create("cube_n.mdl",vector(StartPoint+k*60,StartPoint+j*60,StartPoint+i*60),BallAction);

No material setting at all.

And the action begins:
action BallAction()
{
VECTOR SpeedOfBall;
VECTOR AngSpeedOfBall;

my.skill42 = floatv(60); // texture influence
fx_envBump();

while(me)
....

And for example the "stones.mdl" which comes with the installation package works just fine in the code shown above.

thanks
Jarkko Halme

Re: Creating normal map with Gimp, how [Re: JHA] #391067
01/07/12 22:48
01/07/12 22:48
Joined: Nov 2007
Posts: 2,568
Germany, BW, Stuttgart
MasterQ32 Offline
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MasterQ32  Offline
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Joined: Nov 2007
Posts: 2,568
Germany, BW, Stuttgart
i'm using the png format for all sort of alpha-maps
also you can try to use fx_specBump
maybe it helps


Visit my site: www.masterq32.de
Re: Creating normal map with Gimp, how [Re: MasterQ32] #392044
01/18/12 19:02
01/18/12 19:02
Joined: Aug 2010
Posts: 26
J
JHA Offline OP
Newbie
JHA  Offline OP
Newbie
J

Joined: Aug 2010
Posts: 26
Hello
I was able to get this work. Actually I just did everything from beginning, I also created a new model and then all worked. I do not actually know what was the problem. Maybe something corrupted in the model, because I used that several times deleted texture and added new one and deleted again and so on.
But anyway thanks for helping.
Jarkko


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