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Techniques
OinkQuack edited this page Apr 19, 2017
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3 revisions
- Download and install Nvidia's various tools
- GameWorks Tools Overview (https://developer.nvidia.com/gameworks-tools-overview)
- all games related applications
- NVIDIA Texture Tools for Adobe Photoshop (https://developer.nvidia.com/nvidia-texture-tools-adobe-photoshop)
- specific Photoshop plug-ins. However, for me, under Windows 10 and Photoshop CC 2017, the bump map filter kept crashing Photoshop
- Legacy Texture Tools (https://developer.nvidia.com/legacy-texture-tools)
- some file viewers and importers, including DDS files
- GameWorks Tools Overview (https://developer.nvidia.com/gameworks-tools-overview)
- export textures from packages via Swat editor texture browser as .dds files
- not all files within a package are textures, some are bump/normal maps and shaders
- export completed textures from image editor (Photoshop, Gimp etc.) as 32bit .tga files
import into SwatEd editor for an existing package (i.e. replacing existing textures), or a new package (i.e. entirely new textures for new objects).
- Choose "generate mipmaps".
- dxt1 for greatest compression
- dxt3, or dxt5 for alpha channels
Shaders determine reflection, absorbtion, translucency and glow. As mentioned previously, the texture/diffuse map alpha channel informs this. Create a shader for all textures, except UI elements.
- Open SwatEd texture browser
- "File > New"
- name item "shader_itemname"
- click "New"
- move new window to side
- highlight texture in browser
- select "diffuse" channel in new window
- select "Use"
- close window
- save package as "packagename.utx"
As mentioned previously, the Nvidia Photoshop plug-in can provide the bump/normal maps, but were unusable for me in Windows 10 Photoshop CC 2017.
- All Normal Map settings to zero
- Intensity: -30
- Shape Recognition: 30
- Medium Detail: 30
- Large Detail: 30
- Very Large Detail: 30
- Experiment with these values. The originals went bump crazy in places; ideally just pick out details that really need it.
- Bump/Normal Map needs to be saved as 24bit .tga, convention is "_norm" as end of file name.
NOTE: Photoshop 3D offers "Filter > 3D > Generate Nromal Map".
Within the editor texture browser:
- "File > import"
- Choose package to import into
- choose "DXT5-NORM" compression
- When asked if you want to set "LODset value" for your Normal map to "LODSET_NormalMap", click "Yes"
Within the editor texture browser:
- choose a shader
- right-click and select "Properties"
- Put new window to side
- select correct normal map in texture browser
- return to new window
- select "NormalMap" channel
- select "Use"
- close window
I don't have any experience of importing and exporting models with SWAT4, but here are some pointers: