How do you create proper textures, decals and animated shaders?

MagnetoMagneto Join Date: 2010-12-22 Member: 75856Members
I would like to start making proper textures, i can do the basics but don't know what all the different layers do or how to create them properly, also how do you make decals to add extra detail on top of existing geometry and textures?

It would also be good to know how to make simple animated shaders, it looks like it requires code but i only want to know simple stuff like how to make the layers move and rotate and set the type of blending?

Thanks!

Comments

  • Rudy.czRudy.cz Join Date: 2012-02-13 Member: 145410Members
    Ok, I am learning this also. I've learned that textures are in DDS format. There are DDS plugins for Photoshop and Gimp. So far I haven't got further, I am now stuck in Gimp trying to learn from stock textures.
  • MagnetoMagneto Join Date: 2010-12-22 Member: 75856Members
    You can also get plugin to save in photoshop format with paint.net, i think it should make conversion easier.
  • Rudy.czRudy.cz Join Date: 2012-02-13 Member: 145410Members
    Can't get satisfactory results :( Wondering if Importing Custom Textures tutorial at NS2 wiki is till valid...


    <a href="http://www.unknownworlds.com/ns2/wiki/index.php/Importing_Custom_Textures" target="_blank">http://www.unknownworlds.com/ns2/wiki/inde...Custom_Textures</a>
    <a href="http://www.unknownworlds.com/ns2/wiki/index.php/Material" target="_blank">http://www.unknownworlds.com/ns2/wiki/index.php/Material</a>
  • MagnetoMagneto Join Date: 2010-12-22 Member: 75856Members
    It's not, material files now look like this...

    shader = "shaders/Level.surface_shader"
    albedoMap = "materials/refinery/tram_wall_clean_04.dds"
    normalMap = "materials/refinery/tram_wall_clean_04_normal.dds"
    surface = "metal"
  • VitdomVitdom Join Date: 2012-04-30 Member: 151345Members, Reinforced - Supporter, Reinforced - Silver, Reinforced - Gold, Reinforced - Diamond, Reinforced - Shadow, WC 2013 - Shadow
    edited November 2012
    Doesn't the Spark builder that comes with NS2 automatically convert .PSD files into .DDS files? I think I read about that somewhere.

    You can find it in the LaunchPad.

    Also, decals are from what I know not supported by Spark yet, but Max has said they want to implement that.
  • EganEgan Join Date: 2012-11-02 Member: 166190Members
    <!--quoteo(post=2009861:date=Nov 4 2012, 01:06 PM:name=Vitdom)--><div class='quotetop'>QUOTE (Vitdom @ Nov 4 2012, 01:06 PM) <a href="index.php?act=findpost&pid=2009861"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Doesn't the Spark builder that comes with NS2 automatically convert .PSD files into .DDS files? I think I read about that somewhere.

    You can find it in the LaunchPad.<!--QuoteEnd--></div><!--QuoteEEnd-->

    <a href="http://www.youtube.com/watch?v=bbF9HGYHQYc" target="_blank">Here's the video you might have thought of.</a>
  • DarkBlueArtDarkBlueArt Join Date: 2012-09-16 Member: 159584Members
    Hi there,

    thank you Egan for sharing the video-link! I also found there a tutorial how to build props and import them into NS2.
    I surely will make good use of it!

    so long
  • MagnetoMagneto Join Date: 2010-12-22 Member: 75856Members
    Any idea how to make a convincing shiny gold texture?

    Also i would like to start work on an animated effect shader for the event horizon but just don't know where to begin, any ideas?
  • MagnetoMagneto Join Date: 2010-12-22 Member: 75856Members
    edited November 2012
    I've noticed a bug that happens quite often, the game seems to pick a random normal or spec layer for custom textures, even though the dds and material files are correct, they work fine elsewhere.

    Here's what i mean, the left side is the proper spec texture but when i move over slightly it changes to something else...
    <img src="http://i.imgur.com/zIU5W.jpg" border="0" class="linked-image" />

    Also if anyone can help, id like this to be gold but nothing i've tried gives a convincing look.
  • StardogStardog Join Date: 2004-10-25 Member: 32448Members
    Have you created an alpha channel for the texture? I vaguely remember that being used as the spec.
  • TigTig Join Date: 2010-05-08 Member: 71674Members, Reinforced - Shadow, WC 2013 - Silver
    edited November 2012
    <!--quoteo(post=2019991:date=Nov 11 2012, 03:13 PM:name=Stardog)--><div class='quotetop'>QUOTE (Stardog @ Nov 11 2012, 03:13 PM) <a href="index.php?act=findpost&pid=2019991"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Have you created an alpha channel for the texture? I vaguely remember that being used as the spec.<!--QuoteEnd--></div><!--QuoteEEnd-->

    that's if you're using the level shader type. we really need to wait for them to iron out a finalized shader/material system and then tell us about it. i'll come back to this thread when i fix my custom textures.

    in the meantime, as far as exporting from photoshop, you can see the skybox tutorial in my sig. that has appropriate links and information. the specular maps seem to be broken for me in the material files. to get the new material code, open one of the other .material files in notepad and copy and paste. i think i'm going to avoid specular maps and the level shader type for now as they seem to be broken.
  • MagnetoMagneto Join Date: 2010-12-22 Member: 75856Members
    The bug first appeared when i didn't have a normal, i had to create a default blank one as it kept happening, you can't just have a simple texture it seems?

    What's the difference between "Level.surface_shader" and "Model.surface_shader" as textures seem to make use of either one?

    Are there any helpful guides on shaders and texture creation similar to what ns2 uses?
  • PogoPPogoP Environment Artist Join Date: 2004-01-31 Member: 25827Members, NS2 Developer, Constellation
    The alpha of the specular works as the gloss map for the specular, which controls how sharp/blurry the specular reflection is. So make sure you use one colour for big surfaces (dark grey works better for metal, light grey for more plastic looking surfaces).
  • MagnetoMagneto Join Date: 2010-12-22 Member: 75856Members
    Thanks, i will try to find a proper guide because while i've worked out some stuff id like to make sure i do it right.
  • [Deleted User][Deleted User] Join Date: 2003-11-28 Member: 23688
    Hmmphh. It seems like the current public version of the of the builder doesn't pick up on the gloss map when you have it in the alpha channel of the specular .psd file. When I open up the dds after compiling there's no alpha channel present. Everything else is working fine in the viewer though, model/difuse/normal/spec, just need to get gloss working.
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