BadBenson 0 Posted August 28, 2008 i was wondering how you get your own textures on an island. it's not that i don't know how to handle the layers.cfg and mask_ico (eventhough i'm starting to think it is ). but if i rename the files (paa png and rvmat) of the sample island and define them with new names in the layers.cfg along with assigning them to different colors in the map_legend than the originals, there're still showing up like in the samplemap. so could someone please post a brief explaination what has to be done to get your own texture-maskmap-system. or in short to just add a custom texture without just renaming an old one. thx in advance Share this post Link to post Share on other sites
BadBenson 0 Posted September 1, 2008 nevermind...since noone answered i found out myself... PLEASE MODS DELETE THIS THREAD Share this post Link to post Share on other sites
Nicholas Bell 0 Posted September 3, 2008 Well, I would appreciate knowing how you do it, although I sense you are angry about the lack of response and may not want to. Â I didn't respond because I don't have a clue. Â All I've ever done myself is adjust the color of the detail_co.paa files and renamed stuff. Â But any insight as to how one creates a new nohq.paa file would be a tremendous help to me. Share this post Link to post Share on other sites
BadBenson 0 Posted September 5, 2008 well that's what i did...if u want me to explain how to make normal and specular map then i have to disapoint you since i don't know. but that's exactly my question: is there something in photoshop to generate those "secundary" textures or do you have to use other programs? time will tell Share this post Link to post Share on other sites
Nicholas Bell 0 Posted September 5, 2008 You got me thinking and found the answer - and it works: The plug-in for PS is here, thanks to Kegetys: http://www.kegetys.net/arma/ Linker Split did a tutorial on making normal maps: http://www.ofpec.com/ed_depo....cat=xyz Knowing the proper terminology for the file type was the info I needed. Share this post Link to post Share on other sites
opteryx 1562 Posted September 5, 2008 I would strongly recommend using Crazybump instead of the Nvidia plugin for PS. Share this post Link to post Share on other sites
Nicholas Bell 0 Posted September 5, 2008 Any particular reason you recommend this, Opteryx? Since I know so little about this, I'm sure I wouldn't know the reason looking at output of either. I bow to your experience. Share this post Link to post Share on other sites
opteryx 1562 Posted September 6, 2008 Firstly there's a simplistic and user friendly GUI, second it runs better algorithms and third you have some very nice slide bars which you can tweaking your normal/occlusion/specular/displacement/diffuse maps to greater detail than in Nvidia's plugin. Also you can view your textures in real-time 3d. Â Generally it's just a better app. Â Share this post Link to post Share on other sites
Nicholas Bell 0 Posted September 6, 2008 Quote[/b] ]Firstly there's a simplistic and user friendly GUI, second it runs better algorithms and third you have some very nice slide bars which you can tweaking your normal/occlusion/specular/displacement/diffuse maps to greater detail than in Nvidia's plugin. Also you can view your textures in real-time 3d. Generally it's just a better app. Yep, I can see how right you are - thanks! Share this post Link to post Share on other sites
BadBenson 0 Posted September 6, 2008 here's another app for normalmap creation...found it on another board: http://www.renderingsystems.com/index.php BTW: does someone know where i can find the queen's gambit drygrass used on porto? which pbo or which clutter class name is it? Share this post Link to post Share on other sites
Nicholas Bell 0 Posted September 6, 2008 Try Desert2. Kind of ironic we are both working on maps of almost the same area, although I'm across the border in Pakistan. Share this post Link to post Share on other sites