![make an alpha channel crazy bump make an alpha channel crazy bump](http://img98.imageshack.us/img98/5061/fsxbumpmapc172crazybumpau2.jpg)
- MAKE AN ALPHA CHANNEL CRAZY BUMP INSTALL
- MAKE AN ALPHA CHANNEL CRAZY BUMP 32 BIT
- MAKE AN ALPHA CHANNEL CRAZY BUMP PRO
If you are using the alpha channel of the bumpmap then use DXT5. You can simply use DXT1 compression for normal maps without nice filtering. Your animation proxy is correct, but did you actually compile your normalmap as an animated texture? "$normalmap" "MINE/CROFT/water/causticbumpmap" Would you like me to send you the example texture I made yesterday so you can see the vtf/vmt combination.Īnd as I mentioned in my earlier post, and as Rafael confirmed, it's better to make your normal maps in a 2D editor (follow the tutorial link I gave you) and not use vtfedit to generate them. Once you get the basics working, you then move to more complex stuff. What I suggest is to start simple with a simple normal map, a simple diffuse texture (the actual texture you modify in a 2D editor) and a simple vmt to start with. And as I mentioned, your normal map should be animated in order to use the animated texture proxy. If this texture is not water, then you can't use "$normalmap" shader. The animation proxy you added is useless unless your normal map is originally animated. And you don't need the translucent shader either.Īlso the "$normalmap" shader (for DX9 and above) should be different than $bumpmap shader (A Du/dv map for DirectX 8 rendering). The surface is a combination of fog color, animated bump map, and reflection. Is this a water texture? If so, then there is no need for $basetexture here. I have tried my bumpmap on a water shader, where it works perfectly fine, as the water shader does not rely on a basetexture. I'm assuming that it I had not used the correct channels it would not show up at all but I could be wrong.īut all that is for a lightmappedgeneric surface. As for the normal field, there is no GBR8888 option, only a BGR888 (3 x 8 only) so I used that one. I don't know what exact alpha channel my tga gets saved with, so I chose BGRA8888 for that field. When VTFedit gives me the option of which formats to use for importing an image to make into a bump map, there are 2 fields I must select the format from, normal format and alpha format.
![make an alpha channel crazy bump make an alpha channel crazy bump](https://cdn.123telugu.com/content/wp-content/uploads/2020/09/anushka.jpg)
I am confused about the term "diffuse image" is this just the image that my bog standard texture is? If so, yes I have been keeping everything the same size, and it's still not working. If I do exactly the same thing but with a semi transparent red square, or maybe a red square with transparent bits cut out, I cannot get the bump map to show at all.
![make an alpha channel crazy bump make an alpha channel crazy bump](http://letsdesignstudios.com/wp-content/uploads/2019/04/PBR-Diffuse-910x1024.png)
If I create just a normal opaque texture for example a red 128 x 128 square, and then create a bump map using another image (in my case, some waves) then I specify that it must use this bump map in the VMT, then go in game, I can see the bump map of the waves on the red square. Thanks for your reply Will2k but I am still having problems. Hope this helps and good luck in your map You should immediately spot the difference between bump/nobump on your texture and this will be your proof that your texture is working fine.įor the sake of it, I just made a quick texture with alpha channel and its corresponding normal map using the method I mentioned above then I tried it in a small map and the bump maps are working correctly :) To check if your normal map is working, apply your texture to a small test map, load it in-game, then enable cheats and type mat\_bumpmap 0 to temporarily disable bumpmaps (mat\_bumpmap 1 to restore them). And don't forget to modify the vmt which you already did. Make sure to tick the normal map check-box in VTFEdit for the normal map before saving. The BGRA8888 format is usually used for the uncompressed texture with alpha channel, but I usually use compressed DXT format (it works fine with Orange box source but won't work with EP1 version) Use now VTFEdit to generate the corresponding.
MAKE AN ALPHA CHANNEL CRAZY BUMP 32 BIT
TGA with 32 bit to preserve the alpha channel. Once you finish editing the 2 textures, save them as. Make sure that your normal map has the exact same dimensions of your diffuse texture, and that it has the exact alpha channel too. If you're not comfortable with using 2D editors, then there are couple of programs to generate normal maps
MAKE AN ALPHA CHANNEL CRAZY BUMP PRO
You can use Photoshop/Paint Shop Pro with the Nvidia normal map filter or the free GIMP as an alternative. It would be better to work on your normal map in a 2D editor and leave VTFEdit for the. Normal maps should work for both opaque and alpha channeled materials.
MAKE AN ALPHA CHANNEL CRAZY BUMP INSTALL
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