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mcnools

Nohq-problem, help.

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EDIT: SOLVED! solution is here in this topic.

I'm trying to edit some normal and specular maps for my units in progress to remove flags and some text from them, but when I edit them and save them it looks like this ingame:

problem.jpg

I'm guessing there's some setting or something I've gotten wrong, so could anyone with experience tell me how to do this properly?

Strangely enough, it seems almost random somehow, since the normal maps on the units to the left (the ones with the hats) worked fine last time I compiled the pbo, but the next time, they didn't, and I didn't even touch their nohq-files. However, the units work perfectly fine with the original unmodified versions of the nohq-files.

Please help.

Edited by McNools

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What programs are you using and how are you editing them?

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I'm using photoshop CS2, I'm just editing them using the clone-brush a little, and then saving them, here's my output-settings:

output.jpg

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I'm using photoshop CS2, I'm just editing them using the clone-brush a little, and then saving them, here's my output-settings:

Use TexView 2 for saving those Nohq and Smdi - not the photoshop paa plugin

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How do I do that? Do I save the file as a different format in photoshop and then import and convert it with textview? in that case? what format?

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Also its very important to save them as <FILENAME>_co.paa or <FILENAME>_nohq.paa etc so texview2 will use the proper format.

Many times you see addons with "MyGun.paa" style textures which is not the correct way to use/save them.

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That seems to have done the trick, thanks guys.

What I did: I opened the original nohq in texview and converted it into tga. then I edited in photoshop, saved is as 32bit and then converted it into .paa in texview. And I saved it properly with the <FILENAME>_nohq.paa-format.

Edited by McNools

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That seems to have done the trick, thanks guys.

What I did: I opened the original nohq in texview and converted it into tga. then I edited in photoshop, saved is as 32bit and then converted it into .paa in texview. And I saved it properly with the <FILENAME>_nohq.paa-format.

I am working through the same issue right now. Does this process have to be repeated each time the nohq is edited?

*edit*

Actually, at this point, the problem I'm having is that the game, for some reason, is not reading my .nohq files. Bumps that Ihave removed are still there, bumps I have created are not. I double-checked to make sure both the RGB and Alpha channels had the necessary changes but..no luck.

Edited by Clavicula_nox4817

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I think that might be because of rvmats, atleast that has been the problem for me. The Rvmats they are using are still poiting to other nohq-files etc. so they'll have to be edited. :)

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I think that might be because of rvmats, atleast that has been the problem for me. The Rvmats they are using are still poiting to other nohq-files etc. so they'll have to be edited. :)

Oh my. More research. :)

I think that, after 13 straight hours, I had a break through. I was trying to convert some normal maps that I had already textured, but had no issues when I used a fresh BIS texture instead.

I have to say that I was very happy when I saw this thread the other day.

*edit*

Hey man, thanks for the hint about the .rvmats. I think, with your help, I've finally managed to conquer this thing.

Edited by Clavicula_nox4817

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Great to hear! It took me quite some time to figure out the rvmat-thing aswell, as I recall. Glad I could be of help! :)

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