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« Reply #15 on: April 28, 2014, 07:54:30 PM » |
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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 » |
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@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 » |
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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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3DS Friend Code: 2895-6640-9302
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« Reply #18 on: April 28, 2014, 08:24:34 PM » |
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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.
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...
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« Last Edit: April 28, 2014, 08:49:58 PM by Tcll »
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« Reply #19 on: April 28, 2014, 08:53:24 PM » |
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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 » |
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so is it possible to make a 3d normap map into a 2d normal map?
very much so
I = (R+G)/2 A = 255-B
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« Last Edit: April 28, 2014, 09:01:00 PM by Tcll »
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« Reply #21 on: April 28, 2014, 09:07:13 PM » |
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very much so
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 » |
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-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.
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« Last Edit: April 28, 2014, 09:17:03 PM by Tcll »
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« Reply #23 on: April 28, 2014, 09:20:57 PM » |
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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 » |
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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
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« Last Edit: April 28, 2014, 09:25:45 PM by Tcll »
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« Reply #25 on: April 28, 2014, 09:46:07 PM » |
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want me to find a 3D normal map for you??
I've separated quite a few of them
I've actually tried making my own from scratch.
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« Reply #26 on: April 28, 2014, 09:56:30 PM » |
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« Last Edit: December 01, 2019, 05:41:50 PM by DarkPikachu »
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« Reply #27 on: April 28, 2014, 10:02:24 PM » |
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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 » |
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*subscribe*
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