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I can't create Normal Maps, please help!
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I can't create Normal Maps, please help!
09-10-2017, 11:16 PM (This post was last modified: 09-10-2017, 11:22 PM by HenrikoMagnifico.)
#1
HenrikoMagnifico Offline
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Hello! I'm currently trying to create material maps for some of my textures in my texture pack. I looked up a tutorial on YouTube where they used a program called "CrazyBump" to make .nrm (and various others such as .spec and .bump) files from images, so I tried it out! However, when I try to save these files they still get the same  extension as they had in the beginning (.png), and they don't work as mappings when I place them in my texture folder!

I then tried renaming the files so that they had the right extensions (.bump, .nrm etc) but that didn't work either, and they now look like this and can't be viewed;

[Image: oTmE2bX.png]

I am using Ishiiruka Dolphin v984 and I have set "Load Custom Textures" and "Load Custom Material Maps" to true.

Any help would be much appreciated.

-Henriko
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09-11-2017, 12:22 AM (This post was last modified: 09-11-2017, 12:29 AM by Dan_Tsukasa.)
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Dan_Tsukasa Offline
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(09-10-2017, 11:16 PM)HenrikoMagnifico Wrote: Hello! I'm currently trying to create material maps for some of my textures in my texture pack. I looked up a tutorial on YouTube where they used a program called "CrazyBump" to make .nrm (and various others such as .spec and .bump) files from images, so I tried it out! However, when I try to save these files they still get the same  extension as they had in the beginning (.png), and they don't work as mappings when I place them in my texture folder!

I then tried renaming the files so that they had the right extensions (.bump, .nrm etc) but that didn't work either, and they now look like this and can't be viewed;

I am using Ishiiruka Dolphin v984 and I have set "Load Custom Textures" and "Load Custom Material Maps" to true.

Any help would be much appreciated.

-Henriko

Crazybump doesn't output custom formats, it outputs as normal texture formats, jpg,jpeg,tga,dds,png,tif etc, so you're misunderstanding the tutorial, it outputs those texture types, but they're still the same format as the diffuse.

What are the dumped textures called from dolphin?
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09-11-2017, 12:29 AM
#3
HenrikoMagnifico Offline
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(09-11-2017, 12:22 AM)Dan_Tsukasa Wrote: Several questions and a correction or two.

Crazybump doesn't output custom formats, it outputs as normal texture formats, jpg,jpeg,tga,dds,png,tif etc, so you're misunderstanding the tutorial, it outputs those texture types, but they're still the same format as the diffuse.

Additionally, to my knowledge there aren't any Gamecube games using normal maps, and there aren't too many wii ones either, when used its always bump maps (an old format basically dropped outside of film industry now).

That aside, you can't put textures into dolphin that the game doesn't use, if it uses lets say tex1_.tga for diffuse, you can't suddenly have tex1_bump.tga, its reading the filenames, it won't accept anything that isn't the correct filename. So for games that DO use bump and spec maps, they'll have different names anyway, so it might be like this:

- Tex_0076_3.png = diffuse
- Tex_0073_1.png = spec
- Tex_0092_3.png = bump

There isn't a function in dolphin like 'dump texture with _bump, as its dumping based on hashes, not original filenames at all, that might be what the GAME knows them as, but not dolphin.

You can't just rename file formats either, programs won't understand what they are and will error or ignore them.

i hope that helps.

Noq questions

what game is this?
What are the dumped textures called from dolphin?
Does the game use the 3 texture maps you've got there with the same names?
Are you making these texture maps separate from what the game/dolphin is expecting?

Ah, okay. I just watched this tutorial here and it worked just fine for him. Although his version of CrazyBump seems to work slightly different from mine? I also watched this video where he showed off some cool bump mappings for Zelda: Twilight Princess so I kinda expected bump maps to work for every game.

I am making a hd texture pack for Pikmin 2, the game cube version. The dumped textures are typically called "tex1_64x96_bbe952b060a80b33_5.png" or something along those lines. I noticed a few textures with "_m_" in them as well so those are for mip maps. And yes, I am trying to make brand new texture maps for textures which normally don't have them (such as bumpy cliff sides etc). 
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09-11-2017, 01:13 AM (This post was last modified: 09-11-2017, 01:15 AM by Dan_Tsukasa.)
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Dan_Tsukasa Offline
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Please ignore everything that isn't in my actual response (I edited it afterward for you).

I misread that it was Ishiiruka, which does support all those things, in a way I can't claim to understand as I've never really used it, most of what i said applies for standard dolphin.

Thats guys textures are .bump.png still, he just doesn't appear to have 'show extensions for known file types' switched on in windows (evident by his diffuse texture not having an extension at all).

so it doesn't appear to be renaming the extension, but adding .whatever before the .png

ie:texture_1.bump.png

Side note: Those textures added in zelda are hidious... my goodness.
As a professional 3D artist, I've never been a fan of software that turns diffuse into other textures, but I understand sometimes its unavoidable, but never as good as baking from a model if you have one.
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09-11-2017, 03:37 AM
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AnyOldName3 Offline
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I think CrazyBump is considered pretty good at guessing a displacement map, but if I had to use it, I might well use its displacement map to create a mesh, manually adjust that mesh to have the shape it's supposed to, and then bake new normal/displacement/AO/whatever maps from that.
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09-11-2017, 03:57 AM (This post was last modified: 09-11-2017, 05:29 AM by HenrikoMagnifico.)
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HenrikoMagnifico Offline
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(09-11-2017, 01:13 AM)Dan_Tsukasa Wrote: Please ignore everything that isn't in my actual response (I edited it afterward for you).

I misread that it was Ishiiruka, which does support all those things, in a way I can't claim to understand as I've never really used it, most of what i said applies for standard dolphin.

Thats guys textures are .bump.png still, he just doesn't appear to have 'show extensions for known file types' switched on in windows (evident by his diffuse texture not having an extension at all).

so it doesn't appear to be renaming the extension, but adding .whatever before the .png

ie:texture_1.bump.png

Side note: Those textures added in zelda are hidious... my goodness.
As a professional 3D artist, I've never been a fan of software that turns diffuse into other textures, but I understand sometimes its unavoidable, but never as good as baking from a model if you have one.

(09-11-2017, 03:37 AM)AnyOldName3 Wrote: I think CrazyBump is considered pretty good at guessing a displacement map, but if I had to use it, I might well use its displacement map to create a mesh, manually adjust that mesh to have the shape it's supposed to, and then bake new normal/displacement/AO/whatever maps from that.

Alright, so all his files were .png files after all? That's good to know, however it doesn't help me that much because it still won't work. I will have to look into this a bit more. Also, are the normal, displacement and specularity maps the only ones required (other than the diffuse map) to make it work? I may have missed something important otherwise...

Never mind I figured it out! You just have to rename the textures to <TextureID>.(prefix such as .nrm, .bump etc).extension(.png for example)
 
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