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How To Mak
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vagrant
Category: CS:S > Skinning
Tags: make, normal, maps, with, embedded, reflect, maps
Added 3 years ago - last modified 1 year ago
By reading this tut you will find out a better way to put ref maps in your releases: embedding them in the normal maps. If you don't know how to make normal maps, you'll learn how to do that too. Here's what you'll need:

vtex
Adobe Photoshop (don't ask me how to get it ;)
Normal Map Plugin

The model I'm normal/ref mapping can be found here

Before you do anything, download and install the Normal Map Plugin. After you do that, open up the model file and go to materials/models/weapons/v_models/lower and open it in Photoshop. It should look like this:

Hosted by BTL Studios

To the right, you'll have 4 toolbars. Go to the bottom bar, which should be open to "Layers." Click on the word "Channels." You will see 5 channels. The last channel is labeled "Alpha 1" and is white. This is VERY IMPORTANT!!! The Alpha Channel HAS to be white for this to work right. If you're normal mapping something and the Alpha Channel isn't white, go to Edit/Fill (Shift + F5) and make it 100% white. Once that's done, select the channel "RGB." This will select every channel but Alpha 1. Hold shift, and select Alpha 1. Now that you have every channel selected, go to Image/Mode/Grayscale and then Image/Mode/RGB Color. Your texture will look something like this:

Hosted by BTL Studios

Now go to Filter/NVIDIA Tools/NormalMapFilter. Change all the setting to these:

Hosted by BTL Studios

Note that you don't have to use "1" for the "Scale" value, that's just what I use. Play around with the value and use whatever feels right to you. The texture will now look like this:

Hosted by BTL Studios

If you're thinking that normal maps are blue, not red, you're right. However, this is how the normal map should look, because the Alpha Channel is selected. Now go to the Channels tab and select "Alpha 1." You'll see the texture as it was before the normal map, which is how it should be. From here on out it's just about the same as making regular ref maps. Fill the Alpha Channel (and ONLY the Alpha Channel) with at least 80% black, though that will probably be too light. I usually use 95%, but in some cases that's too light too. I recommend that you save the file before you create the ref map, because there's a lot of trial and error involved and it'll save you a lot of time if you need to change the value of the ref map. After you create the ref map, save the whole file as "texturename_normal". If you're using the same texture as me, it would be "lower_normal". Repeat this on every texture. The "Size" value on the Normal Map Filter does not have to be the same on every texture, so if you want to make a grip stand out more you can. However, make sure that you use the same % black on every ref map. If you don't, the gun will look horrible. After you've done this to every texture, place them in vtex/hl2/materialsrc/sprays and run tga2vtf. After that's done, go to vtex/hl2/materials/sprays and copy every file to the model's v_models folder. Now it's just a question of formatting the .vmt's. Edit them so they look like this:

VertexLitGeneric
{
"$baseTexture" "models\weapons\v_models\twinke.kimono.car15\lower"
"$bumpmap" "models\weapons\v_models\twinke.kimono.car15\lower_normal"
"$normalmapalphaenvmapmask" 1
"$envmap" "env_cubemap"
}

Do this to every .vmt, and you're done! Now go enjoy your normal and ref maps, and make some killer releases. These add a whole new level of professionalism to your releases, and look very good when done right, which if you followed the tut they will be. A huge thanks to Darkelfa, who taught me how to do these and put up with all my stupid questions. As usual, if you have any questions feel free to contact me and I'll answer them asap.
Feedback
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7 months ago
nevereon



Disapproved for lacking screenshots! I'm sorry, but it's impossible to follow your tutorial now that the links are gone :( Please update!


I take sig requests for a few points
10 months ago
snake358



Your Pics Dont show up and your file is missing, i just need to know what to set the nvidia normal map filter to? can you help?

Skinner
11 months ago



Posted by p0sitive+

Thanks for tutorial, but one question remained: if I want some parts of skin reflect lights, some not, how should I color them?


In the Alpha1 channel, the darker the color is, the less it is affected by light. White being the maximum amount, Black having no light reflect at all.


...I got nothin'.
11 months ago
p0sitive+



Thanks for tutorial, but one question remained: if I want some parts of skin reflect lights, some not, how should I color them?

Breathe deep in the blue. Relax.
11 months ago
change2.0



Posted by BenA0093

It wont select all of the channels when i press shift on alpha 1, plz help!!! *EDIT* dw, sorted it out....turns out i needed to merge all my layers, lol


-Save the image in .vtf Before you start with the progressive
-open it, and then make the progressive again :)
PLZ fix the screenshots for compile


Bananite
12 months ago
RedArmySoldier



You need to fix the screenshots!

If you want INS skins just pm me
1 year ago
Swoosh



I will be so happy if someones gonna make this for gimp and the gimp normalmap plugin ...


how did the cat get so fat?
1 year ago
BenA0093



It wont select all of the channels when i press shift on alpha 1, plz help!!! *EDIT* dw, sorted it out....turns out i needed to merge all my layers, lol

Bananite
1 year ago
outrageousmayo



Posted by vagrant

Posted by outrageousmayo

Hm. my photoshop is messed up. i cant use the shift multiple selection on the alpha.


The texture has to be saved as a .tga for you to be able to do that.

aha. thanks.


It rubs the lotion on its skin...
1 year ago
vagrant



Posted by outrageousmayo

Hm. my photoshop is messed up. i cant use the shift multiple selection on the alpha.


The texture has to be saved as a .tga for you to be able to do that.


perectionist
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