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Author Topic: Bump Maps: Possible?  (Read 20856 times)
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Spex130
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    « Reply #15 on: April 28, 2014, 07:54:30 PM »


    i took a look at ur test of samus.pac file
    the textures dont look right
    they look like this
    *snip*
    and they should look like this
    *clip*


    Yes, I left that file in there, but the actual picture the material is using is from Other M, "ball_n_bm," which is this:
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    « Reply #16 on: April 28, 2014, 07:56:21 PM »


    @Tcll & @BlackJax96
    Thanks for the Info!
    Btw, just to be clear because I tend to confuse things, Are bump maps used in lighting calculations?
    i.e. Do Bump Maps change normals based on the light source, like Normal Maps do?


    Ohhh... I just booted melee in Dolphin and looked at Giga Bowser's trophy for a minute or two. There's a very similar effect on the Sages trophy in Brawl, if anyone wants to take a look at that.
    Here's the file: http://www.mediafire.com/download/8zjw9ab8bndhx2x/Sages_(2).brres
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    « Reply #17 on: April 28, 2014, 08:17:15 PM »


    Those models would be the key then?

    Though the maps I'm talking about are Normal Maps. I find bumps to be rather...Well...A pain in the arse to say the least.
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    « Reply #18 on: April 28, 2014, 08:24:34 PM »


    Ohhh... I just booted melee in Dolphin and looked at Giga Bowser's trophy for a minute or two.

    not sure if the trophy actually has NBT data...
    both HexEdit and my DAT import script report an unknown start structure...

    but try looking at his skin when versing him in an event or something in Melee. Wink

    also... I'm looking through the MDL0 right now...
    looking through the attributes of the object data...
    so far, everything reports having basic normals...

    EDIT:
    just finished searching through every object...
    nothing...

    the normals report a compCount of 0 (GX_NRM_XYZ)
    and the attributes of every object report it's NBT slot being 0

    if it's just regular normals with a bump-map applied,
    then only the materials/TEVs would show signs of it...

    in Brbx, TEVs are mis-pronounced as Shaders


    EDIT2:
    Yes, I left that file in there, but the actual picture the material is using is from Other M, "ball_n_bm," which is this:



    if I'm right, this could be a 2D normal map, where the alpha is the Normal
    where the white fades to black is a combination of the Tangent and Bi-Tangent

    Intensity - T+B
    Alpha - N

    if this were a 3D normal map:
    Red - T
    Green - B
    Blue - N

    I'm not exactly sure if I have the proper termage for the vectors, but you can get a basic idea of what I mean...
    « Last Edit: April 28, 2014, 08:49:58 PM by Tcll » Logged


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    « Reply #19 on: April 28, 2014, 08:53:24 PM »


    so is it possible to make a 3d normap map into a 2d normal map?
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    « Reply #20 on: April 28, 2014, 08:54:55 PM »


    so is it possible to make a 3d normap map into a 2d normal map?

    very much so Smiley

    I = (R+G)/2
    A = 255-B
    « Last Edit: April 28, 2014, 09:01:00 PM by Tcll » Logged


    Quote: Friedslick6
    you have been through a lot of hassle. I've watched every topic you posted on this, and most of them seemed to disintegrate gradually.
    But the coolest part was that you didn't stop working on it despite that.

    Quote: Internet Explorer
    you're doing more with your life right now than probably most other people around you. You're a valuable asset to the Smash community. So yeah, you should be proud.

    quote: Greg
    You do have a gift which I've seen many developers use to their advantage. You can become a great coder, and with all of those ideas I think you can really build something great.

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    « Reply #21 on: April 28, 2014, 09:07:13 PM »



    very much so Smiley

    I = (R+G)/2
    A = 255-B

    -or to make it simpler, you simply take the 3D Normal map you have and Desaturate it in PS. Would achieve a similar effect if I'm not mistaken, since all the values would become grayscale values.
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    « Reply #22 on: April 28, 2014, 09:12:33 PM »


    -or to make it simpler, you simply take the 3D Normal map you have and Desaturate it in PS. Would achieve a similar effect if I'm not mistaken, since all the values would become grayscale values.
    no
    you need to keep the B separate and use it for the alpha...
    though you'd want to invert the value from the way the alpha looks in that image >.>

    desaturation would mix it with the R and G, which you don't want...
    (you would have gray where it should be black)

    take note of the shading in the intensity...
    the light looks like it's pointed from the lower-left corner

    in a 3D image,
    the red is a light pointed from the left
    the green is a light pointed from the bottom
    the blue is the normal value


    EDIT:
    in PS, you'd need to separate the RGB values into separate images,
    merge the R and G values, and apply the B value as a mask.
    « Last Edit: April 28, 2014, 09:17:03 PM by Tcll » Logged


    Quote: Friedslick6
    you have been through a lot of hassle. I've watched every topic you posted on this, and most of them seemed to disintegrate gradually.
    But the coolest part was that you didn't stop working on it despite that.

    Quote: Internet Explorer
    you're doing more with your life right now than probably most other people around you. You're a valuable asset to the Smash community. So yeah, you should be proud.

    quote: Greg
    You do have a gift which I've seen many developers use to their advantage. You can become a great coder, and with all of those ideas I think you can really build something great.

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    « Reply #23 on: April 28, 2014, 09:20:57 PM »


    no
    you need to keep the B separate and use it for the alpha...
    though you'd want to invert the value from the way the alpha looks in that image >.>

    desaturation would mix it with the R and G, which you don't want...
    (you would have gray where it should be black)

    take note of the shading in the intensity...
    the light looks like it's pointed from the lower-left corner

    in a 3D image,
    the red is a light pointed from the left
    the green is a light pointed from the bottom
    the blue is the normal value


    EDIT:
    in PS, you'd need to separate the RGB values into separate images,
    merge the R and G values, and apply the B value as a mask.

    That seems a bit cumbersome if you ask me...and seems a little ridiculous.
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    « Reply #24 on: April 28, 2014, 09:23:53 PM »


    That seems a bit cumbersome if you ask me...and seems a little ridiculous.
    want me to find a 3D normal map for you??

    I've separated quite a few of them Tongue
    « Last Edit: April 28, 2014, 09:25:45 PM by Tcll » Logged


    Quote: Friedslick6
    you have been through a lot of hassle. I've watched every topic you posted on this, and most of them seemed to disintegrate gradually.
    But the coolest part was that you didn't stop working on it despite that.

    Quote: Internet Explorer
    you're doing more with your life right now than probably most other people around you. You're a valuable asset to the Smash community. So yeah, you should be proud.

    quote: Greg
    You do have a gift which I've seen many developers use to their advantage. You can become a great coder, and with all of those ideas I think you can really build something great.

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    « Reply #25 on: April 28, 2014, 09:46:07 PM »


    want me to find a 3D normal map for you??

    I've separated quite a few of them Tongue

    I've actually tried making my own from scratch.
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    « Reply #26 on: April 28, 2014, 09:56:30 PM »


    I've actually tried making my own from scratch.
    well just for the sake of showing off:

    original:


    desaturated:


    I = ((255-R)+(255-G))/2
    A = 255-B


    yes I know my result doesn't look quite right...
    apparently the red and green can be on opposite sides
    (saw another example with the green on the bottom, but the red on the right)

    I had to inverse everything to get it to look like the Brbx results :/
    « Last Edit: December 01, 2019, 05:41:50 PM by DarkPikachu » Logged


    Quote: Friedslick6
    you have been through a lot of hassle. I've watched every topic you posted on this, and most of them seemed to disintegrate gradually.
    But the coolest part was that you didn't stop working on it despite that.

    Quote: Internet Explorer
    you're doing more with your life right now than probably most other people around you. You're a valuable asset to the Smash community. So yeah, you should be proud.

    quote: Greg
    You do have a gift which I've seen many developers use to their advantage. You can become a great coder, and with all of those ideas I think you can really build something great.

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    « Reply #27 on: April 28, 2014, 10:02:24 PM »


    The colors shown on normal maps refer to the Axis. This is discernable in Maya by looking at the visual axis guid on the bottom left corner.

    Blue = Z
    Red = X
    Green = Y
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    « Reply #28 on: April 28, 2014, 10:03:12 PM »


    *subscribe*
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    « Reply #29 on: April 28, 2014, 10:06:45 PM »


    The colors shown on normal maps refer to the Axis. This is discernable in Maya by looking at the visual axis guid on the bottom left corner.

    Blue = Z
    Red = X
    Green = Y

    yep
    figured that out from playing around with them a while back Tongue

    I've never actually made one though...
    so I can only go off my assumptions Tongue
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    Quote: Friedslick6
    you have been through a lot of hassle. I've watched every topic you posted on this, and most of them seemed to disintegrate gradually.
    But the coolest part was that you didn't stop working on it despite that.

    Quote: Internet Explorer
    you're doing more with your life right now than probably most other people around you. You're a valuable asset to the Smash community. So yeah, you should be proud.

    quote: Greg
    You do have a gift which I've seen many developers use to their advantage. You can become a great coder, and with all of those ideas I think you can really build something great.

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