Sennacherib 0 Posted November 11, 2006 the textures are all like that? http://www.volny.cz/allah/UH60_example_tex.jpg or is it possible to merge the normal, the specular and the diffuse maps in the same textures? Share this post Link to post Share on other sites
Zander 0 Posted November 12, 2006 the textures are all like that?http://www.volny.cz/allah/UH60_example_tex.jpg or is it possible to merge the normal, the specular and the diffuse maps in the same textures? would mean you have 1 uvw channel for each texture, i doubt. Share this post Link to post Share on other sites
Sennacherib 0 Posted November 12, 2006 ok, thx. so i guess, i could use the render to texture tool from 3dsmax. actually i use the lightingmap to add shadows on a model, if i merge the lightingmap with the others; i will have some problems in Arma, or that will work fine? because this is possible to use the complete map in 3ds max to have all the maps in only one texture sorry for all those questions Quote[/b] ]would mean you have 1 uvw channel for each texture, i doubt. no you need just one uvw for each part of your model, and you just create the needed map (normal or bump maps, lighting map, specular map etc) Share this post Link to post Share on other sites
xnodunitx 0 Posted November 12, 2006 Each map does its own thing,addong them al ontop of the other wouldn't really achieve their purpose,instead you would have some badly off colored image,it may be possible but I don't see how,much less that it is recommended,its not all that hard really,if you have photoshop you can make normal maps quite easy,it only requires a plugin at the Nvidia website,I can't say for paint shop pro but I think there may be something similar. If that is what you meant. Share this post Link to post Share on other sites
Sennacherib 0 Posted November 12, 2006 in fact i use the 3dsmax normal map tool. and i can merge a lot of map in one texture. but i don't know if that will work in Arma. i don't want to spend a long time on textures for nothing. Share this post Link to post Share on other sites
Zander 0 Posted November 12, 2006 whats your idea ? get one 3072X1024 texture instead of 3 1024X1024 ? and set your uvw coordinates 3 times ? Share this post Link to post Share on other sites
Sennacherib 0 Posted November 12, 2006 no just have all the map in 1 texture for each part of a model. the textures can be 256x256 or 512x512 etc. in the pic sent by Ian, BIS have 3 textures for 1 part. i just wanted to know if this is possible to merge all the maps, (even the lightingmap) without problems in Arma. i don't understand why you want to have 3 uvw ? Share this post Link to post Share on other sites
Zander 0 Posted November 12, 2006 Oh ok, i thought you wanted diffuse normal and specular in one texture and in this case you would need 3 uvw channels. So yes you can have all parts in one texture but, you have to considere if engine runs better with 4 512X512 textures or with one 1024X1024 and we need to ask BIS directly about this. Share this post Link to post Share on other sites
Sennacherib 0 Posted November 12, 2006 Quote[/b] ]i thought you wanted diffuse normal and specular in one texture and in this case you would need 3 uvw channels. yeah, this is what i want to know gasp sorry i'm not clear at all. in 3dsmax in render to texture, you can add lighting map, normal map, height map, specular map etc. and the complete map, so i wanted to know, if it's possible to use this complete map for Arma. sorry again Share this post Link to post Share on other sites
Zander 0 Posted November 12, 2006 Quote[/b] ]i thought you wanted diffuse normal and specular in one texture and in this case you would need 3 uvw channels. yeah, this is what i want to know gasp sorry i'm not clear at all. in 3dsmax in render to texture, you can add lighting map, normal map, height map, specular map etc. and the complete map, so i wanted to know, if it's possible to use this complete map for Arma. sorry again [mg]http://img299.imageshack.us/img299/4165/maphk8.th.jpg[/img] i use 3dsmax too, so no you cant, it will render each slot in a separate map. Share this post Link to post Share on other sites
Sennacherib 0 Posted November 12, 2006 ok thx but it's really sad. i will try to merge all in photoshop. Share this post Link to post Share on other sites
Zander 0 Posted November 12, 2006 ok thx  but it's really sad.   i will try to merge all in photoshop.  sorry but your idea doesnt make sens at all. only thing you need is diffuse map and normal map, specular map will have to be done in photoshop. Share this post Link to post Share on other sites
Zander 0 Posted November 12, 2006 + you cant merge your textures in photoshop without redifining your uvw coordinates after. Share this post Link to post Share on other sites
Messiah 2 Posted November 12, 2006 and if you converting an existing addon, its alot simpler to have a new specular/normal map texture with the same UV co-ords rather than remapping. or at least it seems like that to me Share this post Link to post Share on other sites
Sennacherib 0 Posted November 12, 2006 + you cant merge your textures in photoshop without redifining your uvw coordinates after. in fact the specular map is directly done on the texture, so it keep the uvw coordinates. same for the normal map. i really don't understand, why you have other uwv coordinates. and you can make the specular map in max too, with some lights etc. and if you use the blend stuff, how can you have different uvw coordinates. you put the needed map, in their slots and it's all. normal map in the bump slot etc. for the normal map, you need only to have uwv coordinates for the low polys model. after the normal mapping done, you can play with your texture, and add the specular map etc. so you don't need other uwv coordinates. well i will try. Share this post Link to post Share on other sites
Zander 0 Posted November 12, 2006 one thing else you think you just have to rendertexture a normal map of your low poly object ? Share this post Link to post Share on other sites
Zander 0 Posted November 12, 2006 + you cant merge your textures in photoshop without redifining your uvw coordinates after. Â in fact the specular map is directly done on the texture, so it keep the uvw coordinates. same for the normal map. i really don't understand, why you have other uwv coordinates. and you can make the specular map in max too, with some lights etc. and if you use the blend stuff, how can you have different uvw coordinates. you put the needed map, in their slots and it's all. normal map in the bump slot etc. for the normal map, you need only to have uwv coordinates for the low polys model. after the normal mapping done, you can play with your texture, and add the specular map etc. so you don't need other uwv coordinates. well i will try. no, rendertexture a specular map of your obect will not do a specular map. Share this post Link to post Share on other sites
Zander 0 Posted November 12, 2006 + you cant merge your textures in photoshop without redifining your uvw coordinates after. Â in fact the specular map is directly done on the texture, so it keep the uvw coordinates. same for the normal map. i really don't understand, why you have other uwv coordinates. and you can make the specular map in max too, with some lights etc. and if you use the blend stuff, how can you have different uvw coordinates. you put the needed map, in their slots and it's all. normal map in the bump slot etc. for the normal map, you need only to have uwv coordinates for the low polys model. after the normal mapping done, you can play with your texture, and add the specular map etc. so you don't need other uwv coordinates. well i will try. i'll post later a lil tutorial if i have time. Share this post Link to post Share on other sites
Sennacherib 0 Posted November 12, 2006 no for the normal map, you put the image of a high polys model on a low poly model. but you can use a normal map as a bump map too. ok i tried to have all the maps (specular, lighting, and normal) in a baked texture and that works. but yeah, if you can post a tut, that would be excellent. Share this post Link to post Share on other sites
metalchris 0 Posted November 12, 2006 For most objects bumpmaps totally suffice. Just convert them with the nividia PS plugin. For charcters and organic models real highpoly projected normalmaps are better suited. In addition : Most games use the same UV mapping for all three textures , while Diffuse and transparency are on one texture and normal and specular are on another texture (specular and transparency are the alpha channel of the given texture). Then the game combines them in a material. I bet ArmA does it the same way. Allthough i think that a 2nd uv map for the normalmap can be extremly useful, if you have large areas that arent that demanding on the diffuse map , but have a detailed structure on the normalmap. Share this post Link to post Share on other sites
dm 9 Posted November 12, 2006 In addition : Most games use the same UV mapping for all three textures , while Diffuse and transparency are on one texture and normal and specular are on another texture (specular and transparency are the alpha channel of the given texture). Then the game combines them in a material.I bet ArmA does it the same way. Indeed. Also, I don't see what benefit, other than more work for yourself, you'll gain by merging all the extra maps into one texture. Bear in mind that the maximum supported texture resolution is 2048 x 2048 (an ATI limitation) then you quickly run out of usable texture space if you have all maps on one texture. Also, LESS textures of larger size is much better for the engine than more smaller textures. An addon with ~100 textures (like pretty much any current OFP addon) isnt going to make the best use of the ArmA engine. Share this post Link to post Share on other sites
Ian Malcolm 0 Posted November 12, 2006 Just to stop the useless debate - each kind of texture seems to be using different kind of compression and the specular map is using mainly only green channel (probably also because of different compression, to keep the quality of that channel). So there is no sense in merging all those textures into one, not mention to complications with UVs. Share this post Link to post Share on other sites
Zander 0 Posted November 12, 2006 no for the normal map, you put the image of a high polys model on a low poly model. but you can use a normal map as a bump map too. ok i tried to have all the maps (specular, lighting, and normal) in a baked texture and that works. Â Â but yeah, if you can post a tut, that would be excellent. Â could you show me your backed texture ? Share this post Link to post Share on other sites
dm 9 Posted November 12, 2006 Taken from the photography thread: damn i thought, that it was possible to merge all in one texture, with the 3dsmax rendertotexture tool btw it's not necessary to use the normal mapping for all the addons. in the textures pics posted by Ian for example, the normal seems in fact a bump map. (i guess) If you look at the Texture naming conventions on the wiki, then it appears that only "normal" maps are supported, and so far the textures we've been shown support the idea that they are all "true" normal maps. (Normal maps being a form of coloured bump map) Share this post Link to post Share on other sites