You're asking good questions; so forgive me for the long answers
Fendorin wrote:-how i should make a PRT map?
-is it baked with blender or made with "GIMP & brothers".
You need to,
1) download and install
xNormal.
2) export a "low poly mesh" .obj, which is the high poly mesh (top LOD) for game export, but will be "low poly" from the baking perspective.
3) save a "high poly mesh" .obj which you produce by first copying your mesh to another layer and then applying sub-surf modifier. Now, if you try this with any mesh you'll find that sub-surf deforms the edges of meshes. First you need to prepare the mesh by "creasing" all sharp edges. Generally, all edges marked sharp should be creased; but in addition to sharp edges, you'll need to crease all mesh edges (borders); plus, even then some corners will get pulled inwards, and then the solution is to crease ALL edges meeting at that corner. This is a bit of a black art, and merits a tutorial I've been meaning to write but never got around yet. Basically, the safest way to proceed is set the sub-surf level to 1, and tab between edit and object modes, to see how subsurf is behaving, and crease edges as necessary. To crease an edge, or bunch of edges, select all edges you want to crease, hit Shift-E, then press 2, and Enter. Maximum creasing is 1.0, so entering 2 is a safe way to set it at maximum. To UN-crease an edge, select, Shift-E, type "-1" (minus one), Enter. For more advanced stuff, you can try creasing an edge at 0.5, or 0.25, or 0.75; but forget about that for now. Once you're 100% happy with the results, you can hit Apply on the sub-surf modifier, then export the high mesh .obj, then immediately Ctrl-Z to undo the Apply, just in case you change your mind about something in the future.
4) Fire up xNormal, give it the high and low meshes, select baking of PRTP and bake it; then select baking of PRTN and bake it. Many settings I need to cover in a tutorial, though.
5) In Blender, you bake an AO
6) Then you'll need a noodle I have made that takes the two PRT's and the AO and a) Makes corrections to the PRT's so that their normalized sum matches the AO for every texel, and b) combines the two prt's (PRTP and PRTN) into a single texture, and puts the AO in the alpha channel.
Sorry about the incompleteness of the answer. I'm going to get started on this tutorial right now.
-How she look like?
Gorgeous
-is it black and white?
Nope; quite colorful.
Imagine you have your model painted white, but in a dark room. Looks black.
Now put a red light in the direction of the positive X axis. You'll get the left side (port side) of the ship looking red.
Now put a green light in the direction of the positive Y axis. Your ship's left side still looks red, and now the top side looks green; and
some parts in-between look yellowish.
Now add a third light, blue, in the direction of the positive z-axis. Now the front of the ship looks blue.
If you now bake that to a texture, that's your PRTP.
The reverse of that, --red light in the negative x axis, green light below; blue light behind your ship--, that's your PRTN.
It's more complicated than this, because point-like light sources wouldn't be very useful. The distribution of the light sources vary as the
cosine-squared of the angle to the axis. So they are sort of "semi-diffuse" light sources. Long story.
-i thought the AO is not handle by the motor but is for put over your other map and give a right shaddow, had i right?
This is the best question of all, and it has a 3-part answer:
1) With the current shaders, what you're saying is true: You have to apply the ao to the textures off-line, as part of the texturing process.
2) I have a modification of the current shaders, the high shader used currently in PU, which allows you to put the AO in the alpha channel of the
glow-map, and the shader itself applies it to all the textures at run-time. You have to let the shader know that you've put the AO in the alpha
channel of the glow-map, though; and the way to signal this is by putting 0.0 in the xmesh file as the alpha value for "Emissive" color.
3) Cinemut definitely doesn't expect AO to be applied to the textures. CineMut, in fact, currently needs two AO bakes: One of them is baked
from Blender (uniform AO) and goes into the PRT's alpha channel. It is used together with the PRT's for ray occlusion computations, for direct
shadows and specular occlusion. The other is baked with xNormal, with the "Cosine" distribution setting, and goes into the glow map's alpha
channel. This one is used for ambient lighting modulation.
Time for Aspirin...
EDIT:
The important thing is the masters, really. Bake the AO and/or PRT's and keep them safe. You can either apply the AO to the textures to
produce export textures that cater to the current shaders, and later, from the same masters you can produce export textures that cater
to the new (PU) version of the high shader, with AO in glow's alpha; and later for CineMut. Just as long as you keep your masters safe.
Working on the tutorial:
http://wcpedia.com/dw/doku.php/wc_info/ ... _prt_bakes