• Need a quick normal map
    11 replies, posted
This is not entirely mapping related but I think this is the best place for texture help. I've been wasting my last hour trying to get a bump map working for this shitty hand texture: [url]http://bbq.to/v_hands_cturban_28f1.zip[/url] I tried using VTF Edit's conversion and the Photoshop Nvidia tool. The result looks decent in VTF Edit but when I load it in the game, the texture surface is completely reflective. [img]http://i.imgur.com/JqZLW.png[/img] If someone could make a working bump map for this file, I couldn't thank you enough.
Though the section says mapping, this section is meant for actual game levels made in hammer or something. You're looking for the modelling section.
[QUOTE=ntzu;31454671]Though the section says mapping, this section is meant for actual game levels made in hammer or something. You're looking for the modelling section.[/QUOTE]You may be right, but it's just a quick request.
[url]http://www.facepunch.com/forums/40[/url] PM a mod to move it there.
You're suppose to put the envmapmask in the alpha channel in the normal map. [code] VertexLitGeneric { "$basetexture" "path" "$envmap" "env_cubemap" "$bumpmap" "path to bump" "$normalmapalphaenvmapmask" "1" ... } [/code]
[QUOTE=Firegod522;31455756]You're suppose to put the envmapmask in the alpha channel in the normal map. [code] VertexLitGeneric { "$basetexture" "path" "$envmap" "env_cubemap" "$bumpmap" "path to bump" "$normalmapalphaenvmapmask" "1" ... } [/code][/QUOTE] I have no idea what you mean. I tried several things but nothing worked. Here's the 3 files I have: [url]http://bbq.to/v_hands_cturban_c5e4.zip[/url] Contains the vmt, the base texture vtf and my apparently faulty normal map vtf. EDIT: thanks for moving the thread Overv.
your link contains only the tga file. Post the vmt, it's not a vtf error.
[QUOTE=yumyumshisha;31464313]your link contains only the tga file. Post the vmt, it's not a vtf error.[/QUOTE] Hold on, I gave the wrong link. EDIT: Here: [url]http://bbq.to/v_hands_cturban_c5e4.zip[/url] I really can't figure out what I'm doing wrong. The vmt looks correct.
Your Normal map has a full white alpha - hence all the areas of the texture get full envmapping. You need to add a specular mask - grayscale texture on the intensity of the reflection. Then you have to put this specular mask into the alpha channel (RGBA) of the normal map. The Vmt is fine otherwise as far as I can see.
[QUOTE=wraithcat;31466930]Your Normal map has a full white alpha - hence all the areas of the texture get full envmapping. You need to add a specular mask - grayscale texture on the intensity of the reflection. Then you have to put this specular mask into the alpha channel (RGBA) of the normal map. The Vmt is fine otherwise as far as I can see.[/QUOTE] That was the info I was looking for. I just made the alpha channel all black before converting it to vtf and that seems to have done the trick.
If you make it all black, you won't get any envmapping at all.
Well yeah, but getting a prettier result can wait for later.
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