Normal Maps - Questions and Problems
Has anyone been modifying normal maps on any textures at all? If so, and you're using the Nvidia plugin in Photoshop, I would really appreciate if you could walkthrough how you're doing it, in particular what settings you're using the generate the normal map for the changed area.
And some other questions/issues. These apply mainly to the DLC armour such as Wolven, but I've seen it elsewhere too.
Scenario:
- Export the w2mesh and the n01 files from the armour to fbx and image file (DDS, TGA or PNG. It doesn't matter.)
- Import the w2mesh and take it through the cooking process to produce a mod (without actually changing anything)
Result: It works.
- Delete all output files and start again.
- Import the normal file and take it through the cooking process.
Result: It works
- Delete all output files and start again.
- Import the mesh AND the normal file and take it through the cooking process.
Result: Specularity and height information is totally screwed up.
Has ANYONE got this to work by "doing something" to the alpha channel?
Final question: Is anyone using DDS, and if so, what's the format while saving out of Photoshop (again, for RGBA files)? I've been assuming DTS5, the same as TW2, but not sure...
Has anyone been modifying normal maps on any textures at all? If so, and you're using the Nvidia plugin in Photoshop, I would really appreciate if you could walkthrough how you're doing it, in particular what settings you're using the generate the normal map for the changed area.
And some other questions/issues. These apply mainly to the DLC armour such as Wolven, but I've seen it elsewhere too.
Scenario:
- Export the w2mesh and the n01 files from the armour to fbx and image file (DDS, TGA or PNG. It doesn't matter.)
- Import the w2mesh and take it through the cooking process to produce a mod (without actually changing anything)
Result: It works.
- Delete all output files and start again.
- Import the normal file and take it through the cooking process.
Result: It works
- Delete all output files and start again.
- Import the mesh AND the normal file and take it through the cooking process.
Result: Specularity and height information is totally screwed up.
Has ANYONE got this to work by "doing something" to the alpha channel?
Final question: Is anyone using DDS, and if so, what's the format while saving out of Photoshop (again, for RGBA files)? I've been assuming DTS5, the same as TW2, but not sure...