Bump-maps, Normal-maps, shininess, etc. primer

Thinking about improving the Artwork in Vega Strike, or making your own Mod? Submit your question and ideas in this forum.

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chuck_starchaser
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Bump-maps, Normal-maps, shininess, etc. primer

Post by chuck_starchaser »

Can't seem to edit the wiki anymore, but I put a post in the Contributor Help and internal How-To's forum,
to get the ball rolling; it's here:
http://vegastrike.sourceforge.net/forum ... php?t=9346
Phlogios
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Post by Phlogios »

I already finished the Llama bump-maps.
Can someone help me convert them?
"Enjoy the Choice" - A very wise man from Ottawa.
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Post by chuck_starchaser »

I could, but better for you to learn how to do it; just download this plugin for Gimp and play with it:
http://nifelheim.dyndns.org/%7ecocidius/normalmap/
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Post by Phlogios »

ah crap, now I have to install gimp :P I knew using photoshop would bring consequences.
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Phlogios
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Post by Phlogios »

Didn't work, the plugin was win32. I guess that crippled the mac using contributors, didn't it? :P
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loki1950
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Post by loki1950 »

@ Phlogios there's a source version of that Gimp plug-in 8) for the *nix and Mac people with gcc :wink:

Enjoy the Choice :)
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Phlogios
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Post by Phlogios »

OMG!!! Downloaded gimp and I couldn't start it because x11 was missing. This happened on my previous computer aswell, and I can't solve it because I was totally sure I installed x11 and my MacOSX disc is gone since a while back.
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Post by loki1950 »

If you are running Vegastrike don't you need x11 for it :wink: it may be installed but the Gimp can't find it

Enjoy the Choice :)
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Phlogios
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Post by Phlogios »

Thing is, I can't start GIMP at all.
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Post by klauss »

Haha...

Phlogios, you're missing x11-devel - what you need to build things that use x11.
But you have x11.

If you didn't install devel things, it will take you some time to setup a build environment.
I'd rather try to find a plugin for photoshop or whatever you use.
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Post by chuck_starchaser »

I already did; and posted a link to it, 6 posts ago.

Here's the normal map, anyways:

http://deeplayer.com/dan_w/tmp/llama_catamaranNORM.png
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Post by Phlogios »

Hellcat and I made it work! He downloaded the Gimp-plugin and he converted all the bump-maps. He took some gorgeous screens aswell. He will most likely post a new blog soon. This is a milestone fellas! :D
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Phlogios
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Post by Phlogios »

You can see some of the photos here, note that the Connector is "unbumped" on some pictures.
Enjoy!

Http://uku.hansaworld.net/~gustav/Ships/VS/
Last edited by Phlogios on Sun Sep 02, 2007 10:35 pm, edited 1 time in total.
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Post by hellcatv »

Chuck there was a problem with your normal map conversion---so maybe you can write about it since it was nonobvious...

when you bake a VS-compatible normalmap map you have to rotate it so your ship points to the north!
perturbations in green == movements in the y direction in a top down (or bottom up or right in) view
thusly you need to make sure that the ship points northerly


also I found a unique solution to the problem of reusing normal maps on rotated faces---apparently it doesn't come up at all with the VS way of doing things :-) the llama has rotated faces and I don't see any of the problems you reported when trying them in whatever 3d editor you used..

so anyway--- the solution to this is to cut out a square with the hull for your normal map and rotate that 90 degrees...then do the normal map calculations--then paste it back together...so everything flies to the north--- or upwards--in the image :-)
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Post by klauss »

How hard would it be to add a tangent channel to bfxms?
I think it's really needed. Otherwise, only trivial bumpmaps are possible.
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Post by chuck_starchaser »

Ha! I had never heard about this VS standard. In fact, I came up with my own standard, very similar, whereby the front of the ship always faces to the left in the texture. If UP is it, not a problem. I'll just grab the whole UV unwrap and rotate it. Will that do for the Demon.
As for the llama, here I rotated the bumpmap counterclockwise 90 degrees, did the normalmap thing, rotated back clockwise 90 degrees. Will that do?
One problem I foresee is the little winglets that support the catamaranic sides, those are already unwrapped such that UP is front, so now they will have the wrong rotation.
http://deeplayer.com/dan_w/tmp/llama_catamaranNORM.png

EDIT: You mean per-vertex tangent? Yeah, that should be there I guess...
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Post by ace123 »

The wiki should work now... Sourceforge didn't have write access to their default session path (though I don't understand why there wasn't a reasonable default.)
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