ProjectX on 26/7/2005 at 16:38
Is there any way possible to create custom textures for ThiefIII (with normal maps) wothout using the Max plugin.
I have GIMP and I need to know if I can get my textures into T3ED without shelling out $1,500 on a program only to use one plugin.
New Horizon on 26/7/2005 at 16:52
Quote Posted by ProjectX
Is there any way possible to create custom textures for ThiefIII (with normal maps) wothout using the Max plugin.
I have GIMP and I need to know if I can get my textures into T3ED without shelling out $1,500 on a program only to use one plugin.
Not sure why you need the max plugin, isn't that just for getting custom meshes into the game? You could create a normal map of a texture in pretty much any paint program I believe, with the proper plugins. Nvidia has one for Photoshop.
ascottk on 26/7/2005 at 17:08
You need 3DS max to generate matlibs to tell TDS how to use the textures (whether the texture is stone, earth, etc.). I tried to find a workaround but no success :grr:
Rantako on 26/7/2005 at 17:13
I was actually wondering the same thing. How do you get custom textures into T3Ed? I know there have been threads discussing this, but I'm a complete newbie as far as textures are concerned and those discussions were pretty advanced. What are these normal map things? Can anyone suggest a good beginners tutorial?
Also, does anyone know if it would be legal to import textures from T1/T2?
Ulukai on 26/7/2005 at 17:29
Quote Posted by Rantako
Also, does anyone know if it would be legal to import textures from T1/T2?
Most definitely not. Also, they'd be low res and eww.
rujuro on 26/7/2005 at 17:58
Not the best solution, but if you were sure a texture wasn't being used in your level, couldn't you just overwrite an exising texture with a custom map using the same name? Then you'd just have to find the material in the matlib browser and assign it.
As far as custom materials, you need max, unless someone makes a separate tool.
Renzatic on 26/7/2005 at 18:06
Plus they have shadows and highlights on the diffuse, which'll look weird when you combine them with the normalmaps.
Once again (I'm sure I've said this already) I really recommend you use a 3D app for making your normalmaps. I've tried taking the photoshop/gimp route, and it's end results are always below par in comparsion to what you could make from a model.
If you want to find a cheap way to do it, get Blender (free) and get ORB (which I would've provided a link to, but the site seems to be down), or buy Doom 3 (about $20 nowadays) and use it's renderbumpflat command since it produces inverse-y normals that Thief 3 can use.
ProjectX on 26/7/2005 at 19:11
Quote Posted by Renzatic
If you want to find a cheap way to do it, get Blender (free) and get ORB (which I would've provided a link to, but the site seems to be down),
yes but can you export the texture as a matlib from blender?