nsieniski Posted March 23, 2013 Posted March 23, 2013 If you refer to WWE12 models, you can't. It's a light bug from the new shaders they used. The model comes correct when selected second in game. That's the only work around I know. Works for me. Quote
bugsyboy Posted March 23, 2013 Author Posted March 23, 2013 No im talking about the wwe13 models ,some of them seem to have extra gloss. i made Paul Wight into the giant and his attire is extras shiny just like ddp i replace his pants with some jeans and the jeans are super shiny ,i read something about that before but i cant find it anymore Quote
nsieniski Posted March 23, 2013 Posted March 23, 2013 (edited) maybe you saved the normal map in DXT5 NM. It produce a really strong shiny latex aspect. The right save setting for Normal maps is DXT5 Interpolated alpha. You may already know this, just telling you just in case if it's not that then it's just the spec map. Just tweak the trans texture (normal map alpha chanel) Edited March 23, 2013 by nsieniski Quote
bugsyboy Posted March 24, 2013 Author Posted March 24, 2013 Maybe you are right about me saving in dxt5 nm. I make the normal.dds using the color.dds with photoshop nivia normal map filter ,is that ok Quote
nsieniski Posted March 24, 2013 Posted March 24, 2013 Yes it's ok but what matters is how you save the file after that. Like I said, the right setting for Normal maps is DXT5 Interpolated alpha with the trans map in the alpha chanel. If you do that, you're good to go. Quote
bugsyboy Posted March 24, 2013 Author Posted March 24, 2013 thanks for that because im sure thats my problem but i cant find where to change the trans map in the alpha channel Quote
nsieniski Posted March 24, 2013 Posted March 24, 2013 When you open the orginal DDS files, there is a texture map called TRANS in the alpha channel of the NORMAL map. All those textures are easy to import to Photoshop when opened with OPTPiX iMageStudio 3. Now that you have imported all of your textures to Photoshop (color, normal and trans), copy the trans texture into the alpha channel of the normal map texture ( you might have to create the alpha if it's not there). It's really easy. Then you can save the new normal map in DDS format using the settings I gave you. Quote
bugsyboy Posted March 25, 2013 Author Posted March 25, 2013 ok thanks alot bro im gonna try that 2morow Quote
bugsyboy Posted March 26, 2013 Author Posted March 26, 2013 Man im sorry but i cant find that texture called trans in the alpha channel, i try XPACKER couldnt find it ,PHOTOSHOP (there is only a channel called alpha 1 witch look like a black and white texture ) and OPTPIX cant open dds. How do i get to this texture call trans and i do it with witch program Quote
brienj Posted March 26, 2013 Posted March 26, 2013 (edited) Man im sorry but i cant find that texture called trans in the alpha channel, i try XPACKER couldnt find it ,PHOTOSHOP (there is only a channel called alpha 1 witch look like a black and white texture ) and OPTPIX cant open dds. How do i get to this texture call trans and i do it with witch program Textures have four channels or three channels (ARGB based ones at least, CMYK has one more, but uses a 0 - 100% scale, instead of a 0 - 255 scale, so let's not go there in this discussion). If a texture has three, it's just Red, Green, and Blue. If it has four, it's Red, Green, and Blue. Then you have the Alpha Channel, and each pixel is a value from 0 - 255, and controls the opacity of the pixel. If it's 0, it's transparent, and if it's 255, it is completely opaque. You won't find anything other than this in the Alpha Channel. The trans texture he is talking about, is a separate texture which controls the transparency, instead of the normal Alpha Channel, and you will have to copy and paste that trans texture into the Alpha Channel. I don't know which ones he is talking about, but that is what he meant, not that there was a separate channel in the Alpha Channel. BTW, if a texture doesn't already have an Alpha Channel, adding one won't do anything, because the engine won't even use the Alpha Channel, and the channels it uses and all that are controlled by the game engine along with the info in the YOBJ file. If the Alpha Channel wasn't already there it won't be used by the game, end of story, so not sure where that suggestion came from ... Edit: I should clarify, by not be used, I mean, not used in the way you would expect it to work. Edited March 26, 2013 by brienj Quote
bugsyboy Posted March 26, 2013 Author Posted March 26, 2013 I dont know if i smoke to much or im retarded because i just dont get it When i open the original normal.dds in photoshop there is 5 channels RGB,RED,GREEN,BLUE and the ALPHA. The ALPHA in that texture looks like a black and white picture of the texture. I use nivia map filter to create a normal.dds out of a color.dds but when i open that new normal.dds the blue and the alpha channels are completely white. I understand most of what you are saying brien but when you are saying copy and paste that trans texture into the alpha ,thats what i dont get. how can i do this ,do i use photoshop because i cant open dds in optpix Quote
brienj Posted March 26, 2013 Posted March 26, 2013 I dont know if i smoke to much or im retarded because i just dont get it When i open the original normal.dds in photoshop there is 5 channels RGB,RED,GREEN,BLUE and the ALPHA. The ALPHA in that texture looks like a black and white picture of the texture. I use nivia map filter to create a normal.dds out of a color.dds but when i open that new normal.dds the blue and the alpha channels are completely white. I understand most of what you are saying brien but when you are saying copy and paste that trans texture into the alpha ,thats what i dont get. how can i do this ,do i use photoshop because i cant open dds in optpix That's only 4 channels, the RGB "channel" is the three of those combined. You can choose which channel you want to copy and paste to. If you only select the Alpha channel, then all copy and paste functions only go to the Alpha channel. And that is correct about the Alpha channel only being grayscale, or in some cases, just black and white. A black-white Alpha means that it has one level of opacity, either it's visible or it isn't. The white parts are visible, the black aren't. For grayscale Alpha channels, you have varying levels of transparency, the black parts are completely transparent, and the white parts are completely opaque. 1-bit Alpha channels would be the black-white kind. Quote
bugsyboy Posted March 26, 2013 Author Posted March 26, 2013 Ok thanks for the infos brienj im gonna try to figure how to do it now Quote
nsieniski Posted March 27, 2013 Posted March 27, 2013 (edited) Just open the original DDS files with DXTBmp. It's easy to automatically export them in photoshop from there (Nornal and Trans separately) When you work your Normal map in photoshop with layers and everything you need to add or edit, you might lose the alpha channel saving you work in PSD format. That's when you have to add it back when saving your final DDS Normal map. Edited March 28, 2013 by nsieniski Quote
bugsyboy Posted March 28, 2013 Author Posted March 28, 2013 thanks alot for the help Nsieniski and brienj , by trying to do this i figure how to take the hair out plus i fix my problem with only photoshop Quote
brienj Posted March 28, 2013 Posted March 28, 2013 thanks alot for the help Nsieniski and brienj , by trying to do this i figure how to take the hair out plus i fix my problem with only photoshop gj Quote
nsieniski Posted March 29, 2013 Posted March 29, 2013 thanks alot for the help Nsieniski and brienj , by trying to do this i figure how to take the hair out plus i fix my problem with only photoshop Glad to know I helped Quote
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