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Posted

Does the bump map have to be the same resolution as the texture bitmap? Or can it scale up and down? Reason I ask is because it would be nice to have fine lines for the bump mapping which aren't always possible with the normal texture sizes we use.

 

Good question...I know that I can make the bump map bitmap a different resolution and that the sim will load it. BUT, I don't know if the sim will 'scale' the bump map on it's own like it does with the skins.

 

FC

Posted

Hey guys, this is my modified version of Owl Work Shop's Su-47 with proper Thrust Vectoring Control, and cockpit (got the cockpit from a SU-35BM)

 

346m42w.jpgSnagged the F-15

 

15coi74.jpg The Su-47 itself

2iu5ged.jpg Su-47 down!!!

Posted (edited)

RAFPETRELGR104.jpg

BAe / Pilatus Petrel GR.1 of No.610 (County of Chester) Squadron, Royal Auxiliary Air Force (Helmand Province 2012)

Edited by Spinners
  • Like 1
Posted

Well, I use Photoshop for painting (though I like Gimp for TGAs).

 

For activating the bump map parameter, I'm currently on a trial version of 3d MAX 2009 with the newest TW exporter. I'm debating purchasing the student version if possible.

 

As far as converting a height map made in Photoshop, I've been using a program called xNormal.

 

FC

Posted (edited)

Hmmm...it should work. I'm not smart enough to not use default settings.

 

I'm assuming:

 

A) You're using 3d Max 2009.

B) You're using the right TW exporter...TK originally had the download link pointing to the wrong file.

C) You assigned the material to the particular meshes you wanted bump mapped.

D) The OUT file shows the bitmaps being used as normal maps.

E) You used something to build those funky purplish normal maps (I'm using the Tools section in xNormal).

F) You put the normal maps into the specific aircraft directory (like damage TGAs).

 

That's how I got it to work...I was spinning my wheels on the exporter issue for a while until Diego realized TK had posted the wrong link.

 

FC

Edited by FastCargo
Posted

Yes on all counts. It's wierd because in FE2 it's working, the exporter says the bumpmaps are there but I get nothing ingame.

Hmmm...it should work. I'm not smart enough to not use default settings.

 

I'm assuming:

 

A) You're using 3d Max 2009.

B) You're using the right TW exporter...TK originally had the download link pointing to the wrong file.

C) You assigned the material to the particular meshes you wanted bump mapped.

D) The OUT file shows the bitmaps being used as normal maps.

E) You used something to build those funky purplish normal maps (I'm using the Tools section in xNormal).

F) You put the normal maps into the specific aircraft directory (like damage TGAs).

 

That's how I got it to work...I was spinning my wheels on the exporter issue for a while until Diego realized TK had posted the wrong link.

 

FC

Posted

Cool!

 

I think I'm going to retrofit my old models...they won't actually be bump mapped...but the ability will be there for intrepid skinners to take a wack at it. It's just too easy to do...only reason the Super Hornets are taking longer is that I'm fixing a shadowing issue on the vertical stabs.

 

FC

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