Bump Maps: Possible?

Started by Velen, March 28, 2014, 11:59:17 PM

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Quote from: Don Jon BravoEX on April 28, 2014, 10:25:09 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:


@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

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.

3DS Friend Code: 2895-6640-9302

April 29, 2014, 02:24:34 AM #18 Last Edit: April 29, 2014, 02:49:58 AM by Tcll
Quote from: Dr. on April 29, 2014, 01:56:21 AM
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:
Quote from: Spex130 on April 29, 2014, 01:54:30 AM
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...

[spoiler]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.


April 29, 2014, 02:54:55 AM #20 Last Edit: April 29, 2014, 03:01:00 AM by Tcll
Quote from: Don Jon BravoEX on April 29, 2014, 02:53:24 AM
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

[spoiler]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.

Quote from: Tcll on April 29, 2014, 02:54:55 AM

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.

3DS Friend Code: 2895-6640-9302

April 29, 2014, 03:12:33 AM #22 Last Edit: April 29, 2014, 03:17:03 AM by Tcll
Quote from: Velen on April 29, 2014, 03:07:13 AM
-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.

[spoiler]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.

Quote from: Tcll on April 29, 2014, 03:12:33 AM
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.

3DS Friend Code: 2895-6640-9302

April 29, 2014, 03:23:53 AM #24 Last Edit: April 29, 2014, 03:25:45 AM by Tcll
Quote from: Velen on April 29, 2014, 03:20:57 AM
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 :P

[spoiler]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.

Quote from: Tcll on April 29, 2014, 03:23:53 AM
want me to find a 3D normal map for you??

I've separated quite a few of them :P

I've actually tried making my own from scratch.

3DS Friend Code: 2895-6640-9302

April 29, 2014, 03:56:30 AM #26 Last Edit: December 02, 2019, 12:41:50 AM by DarkPikachu
Quote from: Velen on April 29, 2014, 03:46:07 AM
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 :/

[spoiler]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.

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

3DS Friend Code: 2895-6640-9302


Quote from: Velen on April 29, 2014, 04:02:24 AM
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 :P

I've never actually made one though...
so I can only go off my assumptions :P

[spoiler]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.