Jump to content
The Dark Mod Forums

Green NormalMaps - how do you make them?


Cambridge Spy

Recommended Posts

In Alekhine's Gun, the NormalMap files for textures cannot be viewed normally with Photoshop and you have to open the .bmp files as a .dds. They're green instead of purple. How do you make green NormalMaps and how can you make them openable in their original .bmp format?

post-33055-0-29820200-1458561509_thumb.jpg

post-33055-0-84074600-1458561513_thumb.jpg

"Let me guess - little blue men with three heads stole your sweetroll?"

Link to comment
Share on other sites

I know of tangent space, object space and world space normalmaps and that doesn't look like any of them. However, this could be just a green channel of the normalmap. (Just checked) yep, looks like a green channel of the normalmap alone.

It's only a model...

Link to comment
Share on other sites

The thing to keep in mind is that a normal map isn't purple for the sake of being purple. Each color channel represents a different component of a surface normal. They aren't photos.

 

The image posted seems consistent with what you'd expect to find in the green channel of a normal map. You need to identify where the missing components are being stored. Maybe the original file has an alpha channel and data is being stored there?

Edited by rich_is_bored
Link to comment
Share on other sites

Also. many new engines pack normals in unusual ways to conserve on g-buffer space (for example). Usually that is done on-the-fly

but it wouldn't surprised to see some strange dev pre-process their data to match it's buffer representation somehow.

 

DDS is a container format, which means that it could be anything from DXT1 to DXT5 or even could be something custom packed in there

via format abuse.

 

Now that I think of it, RGTC compression (Red Green Texture Compression) (which is DXT5 alpha with a weird data arrangement)

or Luminance compression (LATC \ 3Dc ) would probably look like that.

 

https://www.opengl.org/wiki/Red_Green_Texture_Compression

 

Don't know any tools that are good at decoding it to RGB though.

Please visit TDM's IndieDB site and help promote the mod:

 

http://www.indiedb.com/mods/the-dark-mod

 

(Yeah, shameless promotion... but traffic is traffic folks...)

Link to comment
Share on other sites

I asked about them on the Haggard Games forum, this is what I got from Alexey:

 

"Well, normal maps stored in "compressed" format. You will have to decompress them to make it look like regular normal map. There is only X and Y stored in DDS file. Z computed in real time.
Final normal will be:

Normal.X = TextureDDS.Alpha * 2 - 1.0;
Normal.Y = TextureDDS.G * 2 - 1.0;
Normal.Z = sqrt( 1.0 - Normal.X*Normal.X + Normal.Y*Normal.Y );

To convert back to regular normal map RGB values:

Pixel.RGB = Normal.XYZ * 0.5 + 0.5;"

"Let me guess - little blue men with three heads stole your sweetroll?"

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

  • Recent Status Updates

    • taffernicus

      i am so euphoric to see new FMs keep coming out and I am keen to try it out in my leisure time, then suddenly my PC is spouting a couple of S.M.A.R.T errors...
      tbf i cannot afford myself to miss my network emulator image file&progress, important ebooks, hyper-v checkpoint & hyper-v export and the precious thief & TDM gamesaves. Don't fall yourself into & lay your hands on crappy SSD
       
      · 2 replies
    • OrbWeaver

      Does anyone actually use the Normalise button in the Surface inspector? Even after looking at the code I'm not quite sure what it's for.
      · 7 replies
    • Ansome

      Turns out my 15th anniversary mission idea has already been done once or twice before! I've been beaten to the punch once again, but I suppose that's to be expected when there's over 170 FMs out there, eh? I'm not complaining though, I love learning new tricks and taking inspiration from past FMs. Best of luck on your own fan missions!
      · 4 replies
    • The Black Arrow

      I wanna play Doom 3, but fhDoom has much better features than dhewm3, yet fhDoom is old, outdated and probably not supported. Damn!
      Makes me think that TDM engine for Doom 3 itself would actually be perfect.
      · 6 replies
    • Petike the Taffer

      Maybe a bit of advice ? In the FM series I'm preparing, the two main characters have the given names Toby and Agnes (it's the protagonist and deuteragonist, respectively), I've been toying with the idea of giving them family names as well, since many of the FM series have named protagonists who have surnames. Toby's from a family who were usually farriers, though he eventually wound up working as a cobbler (this serves as a daylight "front" for his night time thieving). Would it make sense if the man's popularly accepted family name was Farrier ? It's an existing, though less common English surname, and it directly refers to the profession practiced by his relatives. Your suggestions ?
      · 9 replies
×
×
  • Create New...