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RobH
May 15th, 2009, 15:46
Myself and GlHorton are working on a completely new template for the Alphasim B-24. This includes all new panel lines, rivets, bump maps, the works. I have created new bump maps and have sort of run into a problem.

I created the new bump maps using the Nvdia normal map filter in Photoshop, and made the changes according to the instructions in this post here: http://www.fsdeveloper.com/forum/showpost.php?p=27956&postcount=15

I then save the bump map using Dxtbmp, first adding the bump map alpha channel I created in Photoshop. I then save the bump map in DXT5 format.

Ok, it all looks fine on my system, as you can see by my pics. These are early WIP pics, I have only done the fuselage so far.

http://i9.photobucket.com/albums/a83/RobH1108/newb-24paint1.jpg
http://i9.photobucket.com/albums/a83/RobH1108/newb-24paint2.jpg

http://i9.photobucket.com/albums/a83/RobH1108/newb-24paint3.jpg

http://i9.photobucket.com/albums/a83/RobH1108/newb-24paint4.jpg

http://i9.photobucket.com/albums/a83/RobH1108/newb-24paint5.jpg


Ok, now the problem, when Glhorton installed the new textures, he gets this problem

http://i9.photobucket.com/albums/a83/RobH1108/b-24problem.jpg

He says that when he replaces my bump maps with the originals, the texture shows up fine, but unfortunately, not with the matching bump maps.

We both have SP2 with Acceleration installed.

I created the bump maps to be used in their own folder, so that they are seperated from the originals. I made the proper changes to the notepad file in the textures folders, to direct it to the new bump maps.

I have no clue why they work ok on my system and not his, and was wondering if anyone has any suggestions, please?:engel016:

I did try saving the bump maps using imagetool, but after that, it made my textures look like a shiny gold bar!:banghead:

Any ideas or suggestions would be greatly appreciated, Thanks!

d0mokun
May 15th, 2009, 15:54
Double check that the texture.cfg is in the right place and pointing to the right dirs.

RobH
May 16th, 2009, 07:35
Thank you d0mokun, I have double checked and it appears to be pointing in the right direction. Thanks again for the help:icon29:

Roger
May 16th, 2009, 08:15
If Dan doesn't know (it's largely his design) I don't know who does:engel016:

Baron von Blutwurst
May 16th, 2009, 08:35
Instead of using DXTBMP, you should be using the Nvidia Tools for Photoshop.

Flip your image Vertically. Click File/Save as/ D3D/DDS .

Under image options, choose Normal Map-Object Space, on the main screen again choose no mips and set the roll out menu to DXT5_NM XY 8 bpp/using DXT5.

Try that and see if that resolves you issue...My Albatross went thru a period of looking like you 24 because of a bad bump-map.

Cheers
Randy

krazycolin
May 16th, 2009, 09:48
Make sure you are using the 32 bit version of Photoshop... otherwise... (the nvidia plugin doesn't work in 64)

d0mokun
May 16th, 2009, 13:47
If Dan doesn't know (it's largely his design) I don't know who does:engel016:

Only the paints my friend. The model was bought in to AS. I did most of the sim ready work, amongst others.

The only other thing I can think of is that the bump maps haven't been converted properly.

I had that same effect happen once when I converted maps that were NOT blue- ie, my 'master' greyscale ones.

Make sure that you've run your maps through the nVidia tool in Photoshop, and are then converting them.

Any problems- let me know (PM) -I've got a little batch I wrote that'll do the trick. Hopefully.

Dan.

RobH
May 18th, 2009, 05:46
Sorry, had a busier weekend than what I had planned, lol.

First of all, thanks for all the suggestions.:icon29:

Baron, I tried like you suggested, but the bump map came out gray instead of blue. Did I do something wrong? One other thing I noticed is that saving through Photoshop as a DDS, does not include the alpha channel that the bump map needs. How do I add the alpha?

Krazycolin, yes, I am using 32 bit.

Thanks Dan. I flatten my image, then run it through the normal map filter. I then copy the red channel to another texture sheet, and save it as my alpha. Then I change the red channel to black. I then invert the green channel, and make sure the blue channel is white. Does that sound correct?

One thing I noticed is that no matter what I did with the bump map, the rivets always had a 'sunken' look instead of sticking out. What I did there, which may be the problem, is that I only made a normal map of the panel lines. I then added after the normal map filter, all the "3d effects", like the rivets and the effects to make some panel stick out. This was the only way I could get the rivet effect you see in the pics I posted here.

d0mokun
May 18th, 2009, 06:24
Hi Rob,

Sounds like a bit of a masochistic way of converting a bump map for FSX!

Pop me a PM and I'll send you the converter I wrote. Simple utility to use with a functional result. Solves a lot of hassles.

RobH
May 18th, 2009, 06:44
Thank you Dan! A PM has been sent:ernae:

mike_cyul
May 18th, 2009, 06:49
This may be way off base, but as the problem appears to be associated in part with polygon layout, are all the polygons of the effected parts of the same material I.D.?


Mike

d0mokun
May 18th, 2009, 07:00
No.

It's not a mapping issue.

CBris
May 18th, 2009, 07:52
Let me see now... (I don't have this plane, so I don't know the folder layout)

1. are you saving as dds? Not necessarily the problem...
2. where are you putting the bump maps to? What folder? Are you using the correct name and extension?

Common errors when creating bumpmaps are many... I don't use the nVidia tool because I prefer to make my own and control the depths and heights and besides, I use Corel Draw suite - which doesn't support the nVidia tool ;)

My method of making bumps (maybe you can see a source of your problem here?):

First - the texture is grey, but the colouring is 24bit colour

I make a 50% grey texture and draw panel lines and dents darker (and gradients also shade to darker). Rivets are lighter. I make sure all layers are merged

Then I apply Corel's height map.

I now have a greyscale 24 bit colour image with "shadows" according to the original ligher or darker greys.

Next I export the RED CHANNEL and save it as alpha for later.

Then I flood fill the red channel with full black

Next I flood fill the blue channel full white

Return to "all channels" and I see the FSX-Typical blue texture - to which I apply the previously saved "alpha" - I use dxtBMP for my conversions

Save as dds and move it to the right folder.

The biggest mistake is a typo in the file name.

mike_cyul
May 18th, 2009, 10:41
No.

It's not a mapping issue.


Not mapping, but the material id's of the polys over which the maps are applied.

Mike