$bumpscale Doesn't seem to work?

So, I have a problem. If anyone has been browsing the MK9 Rips thread, you would know that I am restarting my ports. Well, I tried doing what Roland was doing with the different normal maps and what not, but I can’t seem to get the fucker to work.

I have separated Mileena’s model into 5 sections. The hair, the gold highlights, the black highlights, the purple clothing, and the skin.

The Gold, Black, and Purple have their own .VMT files, but they all share the same Diffuse. The normal map is what I am having a problem with.

This is a before and after pic of what happens:


BEFORE:

http://uppix.net/c/3/0/f9e4596b6eded091a5a762f390f67.jpg


AFTER:

http://img685.imageshack.us/img685/1340/bumpscaleafter.jpg

Here is the Normal texture in question:

http://img831.imageshack.us/img831/5362/mileenadetailanorm.png

And yes, the texture is tilable.

Here are the .VMT files:


MILEENA_BLACK.VMT


"VertexlitGeneric"{
"$basetexture" "models\MK9\characters\mileena/Mileena_Diff"
"$bumpmap" "models\MK9\characters\mileena/Mileena_DetailA_Norm"
"$bumpscale" "64"
"$phongalbedotint" 1


"$phong" "1"
"$phongexponent" "3"
"$phongboost"	"0.1"
"$phongfresnelranges"	"[.15 .5 1]"


"$color2" "[.8 .8 .8]"
"$detail" "models\MK9\characters\mileena/Mileena_ao"
 $detailscale "1"	
$detailblendmode 0
$detailblendfactor .4


"$halflambert" 1
$AmbientOcclusion 1
"$AmbientOcclTexture" "models\MK9\characters\mileena/Mileena_ao"
"$ambientocclusiontexture" "models\MK9\characters\mileena/Mileena_ao"


"$rimlight" "1" 
"$rimlightexponent" "2" 
"$rimlightboost" "0.2" 
"$rimmask" 1
}


MILEENA_GOLD.VMT


"VertexlitGeneric"
{
"$basetexture" "models\MK9\characters\mileena/Mileena_Diff"
"$bumpmap" "models\MK9\characters\mileena/Mileena_DetailB_Norm"
"$phongalbedotint" 1
"$bumpscale" "32"


 "$phong" "1"
"$phongexponent" "3"
"$phongboost"	"0.9"
"$phongfresnelranges"	"[.15 .5 1]"


"$color2" "[1 1 .6]"
"$detail" "models\MK9\characters\mileena/Mileena_ao"
 $detailscale "1"	
$detailblendmode 0
$detailblendfactor .4


"$halflambert" 1
$AmbientOcclusion 1
"$AmbientOcclTexture" "models\MK9\characters\mileena/Mileena_ao"
"$ambientocclusiontexture" "models\MK9\characters\mileena/Mileena_ao"


"$rimlight" "1" 
"$rimlightexponent" "2" 
"$rimlightboost" "1.35" 
"$rimmask" 1
}

Anyone see anything wrong? I need help with this.

$bumpscale only takes effect under DX8.

So how would I scale it? I am still not sure how.

By proxies - texturetransform ones probably.
But keep in mind this will probably actually do you no good, as I keep getting the impression that you want the texture to tile actually.
This doesn’t work on models as far as I know as textures get stretched on those (unless it’s a detail texture)
Your best bet is making the texture a pattern in photoshop and filling out the needed areas by hand.

Can someone write me a proxy for material scaling? I just want to try it out and see. If not, I’ll scrap it.

The latter part of what wraith said is what I’ll usually do when I’m adding small-scale detailing to a texture, especially if it’s a heavy cloth, metal, or plastic.
For softer things like skin, silk, or satin, I’d recommend just using $detail, too much bumpiness makes skin look… weird. Unless it’s badly burnt. :v:

You might actually be able to do it without a proxy (I’m just used to using proxies) using



$bumptransform <matrix>
Transforms the bump map texture. Requires DirectX 9 or above.
The default position is "center .5 .5 scale 1 1 rotate 0 translate 0 0".
center defines the point of rotation. Only useful if rotate is being used.
scale fits the texture into the material the given number of times. '2 1' is a 50% scale in the X axis.
rotate rotates the texture anti-clockwise. Accepts any number, including negatives.
translate shifts the texture by the given number of heights/widths. '.5' will shift it half-way.


BUt yeah I have to agree with squidy. Details like fabric texture out to be either merely detailed in, or very very softly put into the main normal, with larger folds and similar things actually showing up in it.

I’m not trying to do the skin. I just need the black leather to have some type of different texture. Since it’s black, the detail maps don’t show well on them, that’s why I needed a normal map to be REALLY small on it so it gives it a lot of detail.

I tried that a second ago. No luck, unless I am writing it wrong.

Is this how it is written?


"$bumptransform" "center .5 .5 scale 16 16 rotate 0 translate 0 0"

not sure personally
try
“.5 .5 16 16 0 0 0”
and
“[.5 .5 16 16 16 0 0 0]”
and lastly
“[center .5 .5 scale 16 16 rotate 0 translate 0 0]”

A cheaper alternative way would be transform this normalmap into a grayscale and then use the $detail.

It’s probably not going to look as good as normalmaps but can be useful.

Uggh… It’s like they took a photo of some hairy man’s arse crack and used that as the texture for her cleavage.