[questions] textures and skyboxes.
Uncle_Petey
Join Date: 2013-05-21 Member: 185314Members
in Mapping
Quick question, can anyone give me a rundown of what each type of DDS is for? Like, albedo, emissive, etc? I've played around with trial and error but I'd have a better understanding if there were some documentation on them.
Next question, skyboxes. I copy the format for the skybox face material file and replace the image it points to to one of my own; DDS, 2048x2048 or 1024x1024, correct directory. Save and reopen file, and all I see are gray faces. What's wrong with this picture?
Also, the wiki is down for whatever reason - which probably has something on what I'm looking for.
Next question, skyboxes. I copy the format for the skybox face material file and replace the image it points to to one of my own; DDS, 2048x2048 or 1024x1024, correct directory. Save and reopen file, and all I see are gray faces. What's wrong with this picture?
Also, the wiki is down for whatever reason - which probably has something on what I'm looking for.
Comments
Also, the wiki page that somebody linked is down, because the wiki is down.
Let me back up then - are you just asking what each layer does? They aren't specific to ns2 - a lot of games use similar mapping for textures.
For the skybox, are you saving the dds as dxt5 w/ alpha?
The wiki being available seems about as reliable as the information in the wiki itself. I was able to find this this post by Hypergrip on how to create textures with a short search.
Spotlights don't seem to work and normal lighting only lights about 70% of the spherical area - there's a straight line cut-off from max brightness to pitch black.
Here's what I'm referring to. Ignore the nasty "grass". I just threw something together in gimp for the example image.
What can I do to get balanced lighting? Thanks for the patience, I'm not a seasoned map developer.
Edit: I should add that I've been having this issue since I starting dabbling, before making this post. I've googled around but can't seem to find anything relevant.
I'm not sure what could possibly be causing that lighting issue, I've never seen that before. Have you tried moving the light around into different positions?
I use Nividia's Photoshop plugin to convert to .DDS with no issues. Its quite a robust system so maybe the issue is with the .material file, the shader you're using or the normal map. Could you upload the .material contents, and the .dds files?
This only happens with custom textures.
Your lighting issue appears to be due to bad surface normals, probably because you're not specifying a normal map in your material. There's also something wrong with your normal map, so setting that won't fix the issue. See below:
For generating normal maps from diffuse maps I strongly suggest you give NDO2 a go (http://quixel.se/ndo/), or the nVidia Photoshop normal map plugin (https://developer.nvidia.com/nvidia-texture-tools-adobe-photoshop). This should fix your lighting issue. Then you just need to add a specular map to get those shiny hilights.
Hope this helps!
Thanks.
Edit: NDOS works perfectly, but it'll cost me some money. Definitely gonna play around with it. The NVidia plugin finds the correct CS4 directory but doesn't actually install anything. I then extracted the plugin to my desktop for manual installation, but it still doesn't show up in CS4 after I move everything over. Real pain in the ass.
If you're using the 64-bit version and I recall correctly, the Nvidia plugin does not show up in the x64 version of PS - try using the x84 normal version?
Edit: x86 works good. Odd that x86-64 doesn't, but either way. Thanks everyone for putting up with a noob-scrub