mth@Posted: Sun Oct 12, 2008 6:47 pm :
I have a real hard time with this one.

I wanted to test several of custom textures in relief mapping mod. But when i make pk4 file, the program, which is adding height map to specular map, doesn' want to read the textures from pk4. I tested paks with custom textures from some maps and mods and normal2depth runs them smoothly, however it still doesn't want to process my textures (i guess everything is allright with pk4, because Editor sees my textures properly). I tried saving them in 16, 24, 32 bit, with and without compression, and still zero effect. What should i do to my tga files to make it work?



rich_is_bored@Posted: Mon Oct 13, 2008 4:35 am :
Link to the mod you're using perhaps?



mth@Posted: Mon Oct 13, 2008 9:09 am :
Here's the Relief mapping mod, the first one ever released

Code:
http://doom3.filefront.com/file/DOOM_3_Relief_Mapping;50039


I also read the whole docs about this technique written by Fabio and there's no mention about special propereties of the *.tga files. (I guess the mention of depth maps being saved in specular maps alpha channel suggest, that textures should be saved in 32 bit, that's the only info i found)

I tested paks from GateHouse map and whole Shambler's Castle mod on normal2depth.exe and program processed them without any problems. However, it still doesn't want to read mine custom pak...



mth@Posted: Mon Oct 13, 2008 10:24 am :
Problem solved!
I forgot i use 'bump' tag instead of 'local' in my normalmaps files names, when i changed them to 'local', everything works fine, so stupid!



lowdragon@Posted: Mon Oct 13, 2008 5:41 pm :
Hope you read still [solved] - anyways iam writing. :p
The _local and _s suffixes was my first guess to but i couldnt verify. From my experiments though i suggest using "crazyBump" (if available) and tweak the depthmaps a little since the normal2depth cant realy output seamless depthmaps (as written in the mod`s readme). If the localmap processing with the "parallaxmappingmod" wouldnt be so stressfull (you have to copy the depthmap into the blue channel of the localmap iirc) i would suggest using this instead - its twice as fast and is producing "similar", good results. However thats just my observation.

hth, low



mth@Posted: Tue Oct 14, 2008 10:02 am :
thanks for the tip, i'm still actually saving the money to buy Ryan stuff, but normal2depth works extremely amazing on custom self made textures :)



mth@Posted: Sun Oct 12, 2008 6:47 pm :
I have a real hard time with this one.

I wanted to test several of custom textures in relief mapping mod. But when i make pk4 file, the program, which is adding height map to specular map, doesn' want to read the textures from pk4. I tested paks with custom textures from some maps and mods and normal2depth runs them smoothly, however it still doesn't want to process my textures (i guess everything is allright with pk4, because Editor sees my textures properly). I tried saving them in 16, 24, 32 bit, with and without compression, and still zero effect. What should i do to my tga files to make it work?



rich_is_bored@Posted: Mon Oct 13, 2008 4:35 am :
Link to the mod you're using perhaps?



mth@Posted: Mon Oct 13, 2008 9:09 am :
Here's the Relief mapping mod, the first one ever released

Code:
http://doom3.filefront.com/file/DOOM_3_Relief_Mapping;50039


I also read the whole docs about this technique written by Fabio and there's no mention about special propereties of the *.tga files. (I guess the mention of depth maps being saved in specular maps alpha channel suggest, that textures should be saved in 32 bit, that's the only info i found)

I tested paks from GateHouse map and whole Shambler's Castle mod on normal2depth.exe and program processed them without any problems. However, it still doesn't want to read mine custom pak...



mth@Posted: Mon Oct 13, 2008 10:24 am :
Problem solved!
I forgot i use 'bump' tag instead of 'local' in my normalmaps files names, when i changed them to 'local', everything works fine, so stupid!



lowdragon@Posted: Mon Oct 13, 2008 5:41 pm :
Hope you read still [solved] - anyways iam writing. :p
The _local and _s suffixes was my first guess to but i couldnt verify. From my experiments though i suggest using "crazyBump" (if available) and tweak the depthmaps a little since the normal2depth cant realy output seamless depthmaps (as written in the mod`s readme). If the localmap processing with the "parallaxmappingmod" wouldnt be so stressfull (you have to copy the depthmap into the blue channel of the localmap iirc) i would suggest using this instead - its twice as fast and is producing "similar", good results. However thats just my observation.

hth, low



mth@Posted: Tue Oct 14, 2008 10:02 am :
thanks for the tip, i'm still actually saving the money to buy Ryan stuff, but normal2depth works extremely amazing on custom self made textures :)