Normal Map Creation
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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.
Converting from 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
Other Tool s
- CrazyBump beta test - Produces some very good normal maps. Some of them can be argued as almost having the same depth as a parallax map.
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. 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
. - When compiling your normal 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"
After compiling the normal map, place the 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.