Normal Map Creation: Difference between revisions
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==Using a Heightmap== | ==Using a Heightmap== | ||
As the Source tool [[Height2Normal]] doesn't work anymore, you will have to resort to other tools in order to convert a heightmap to a normal map. | As the Source tool [[Height2Normal]] doesn't work anymore, you will have to resort to other tools in order to convert a [[wikipedia:Heightmap|heightmap]] to a normal map. | ||
{{todo|Which ones?}} | {{todo|Which ones?}} | ||
==Using an image editing program== | ==Using an image editing program== |
Revision as of 10:58, 27 August 2007
A normal map should be created in the same dimensions as the image texture (color map) it will go with. There are a few options for how to create one, depending on the quality you want, your skill with various programs, or your patience.
Using a Heightmap
As the Source tool Height2Normal doesn't work anymore, you will have to resort to other tools in order to convert a heightmap to a normal map.
Todo: Which ones?
Using an image editing program
Using a 3D program
Getting the Normal Map in the Game
- Save your normal map as a TGA in the same resolution as the original texture. Give it a name that ends in _normal. Then convert it to a VTF. The _normal at the end of the name will affect how Vtex converts it. For the brick wall example, we would name the file
brickwall_normal.tga
. Place the new VTF in the same place as your original texture. - Add this line to the VMT somewhere between the braces:
"$bumpmap" "texture name"
and fill in the path and name of your normal map VTF. Here's an example VMT for a normal-mapped material:
"LightmappedGeneric" { "$basetexture" "walls/brickwall" "$surfaceprop" "brick" "$bumpmap" "walls/brickwall_normal" }
Note:Multiple materials can use the same normal map file.
- When compiling your maps with vtex, Add this line to the <texture filename>.txt file in the same directory as your textures then compile with vtex.
"nocompress" "1" "normal" "1"