OrbWeaver on 26/7/2005 at 19:32
Quote Posted by ProjectX
yes but can you export the texture as a matlib from blender?
No.
ORB: (
http://www.pcgamemods.com/11163/)
Not really what you want for flat normalmaps though, the easiest way (without Doom 3) is to use a special material in Blender (there was documentation on the Blender website but I can't find it right now, but could probably post instructions if anybody's really interested).
Renzatic - I am not sure if you are referring mainly to static mesh normalmaps, but for flat textures I find the GIMP plugin to be very useful, especially for stuff like concrete (just render some noise and normalmap it) which would be a lot harder with a 3D app.
ProjectX on 26/7/2005 at 19:47
My original question was not how to create normal maps, I've done that fine with gimp, I just need to know how to get them working in game without substituting textures.
From what I've gleaned from the somewhat confusing text on this pagr, the only way to create a matlib for T3 is by using Max. :(
Damn shame, unless somebody else can make a standalone version of the plugin that takes sets of two images, (the texture and the normal map) and some settable properties (i.e. footstep sounds, etc.) and compiles them into a matlib. *Looks hopefully at the coders out there...* :thumb:
Ziemanskye on 26/7/2005 at 20:46
* joins ProjectX in looking hopeful *
Shadowspawn on 26/7/2005 at 22:15
That's on my list of things to do. Maybe I should do that sooner than later...
On another front, IBT files are evil. As someone pointed out, they might have contained "cooked" data, i.e. ready to load into memory. Unfortunately, that's true.
Right now, the worst offenders are textures. The IBT actually contains the texture, but not in the original file format, it looks like it's been loaded into some memory format. I'm still trying to figure that one out. I can probably reduce the IBT file size by 70% just by fixing that.
If I can figure out a way to ship only the custom stuff in a mission, and rebuild the IBT file, it will benefit all FM designers and player. But a matlib builder would really get custom textures going.
I did a quick look, it looks fairly simple. I'll dig into this week if I get a chance.
There goes any chance of entering something in the contest... :grr:
Crispy on 27/7/2005 at 08:02
Awesome! It's times like these I wish I had more time to spend on reverse engineering file formats... much more fun than homework. :cheeky:
ProjectX on 27/7/2005 at 10:27
Quote Posted by Shadowspawn
I did a quick look, it looks fairly simple. I'll dig into this week if I get a chance.
There goes any chance of entering something in the contest... :grr:
Sod the contest, I think you could be in the lineup for the congressional medal of honor if you get this right.
str8g8 on 27/7/2005 at 17:48
As an interim solution, (I think someone suggested this elsewhere) would it be possible for someone with max to create an empty matlib, pointing at dummy files, which designers can then substitute?
It's not particularly elegant but it might help those out there who are max-challenged. :D
I'd be willing to provide such a matlib if someone wanted to test it out.
cheers
str8g8
OrbWeaver on 27/7/2005 at 19:01
Quote Posted by str8g8
As an interim solution, (I think someone suggested this elsewhere) would it be possible for someone with max to create an empty matlib, pointing at dummy files, which designers can then substitute?
Yes, I suggested that a while ago. A blank matlib pointing to a number of preset names, e.g. CUSTOM_STONE_01.DDS or whatever, with a selection of material categories (so wood, stone, metal and other footstep sounds could be accomodated), with the intention that the designer would drop in DDS files with the appropriate names and they would be ready to go.
Not the most elegant solution but it is the only way I can think of allowing non-Max users to import custom textures with normalmaps and footsteps (until the format is cracked, of course).