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-   -   [WIP]SKIN: SH5 Tarnmatte Anechoic Coating (https://www.subsim.com/radioroom/showthread.php?t=171478)

SteelViking 06-28-10 11:08 AM

There is a sample tool in GIMP, it looks like a little eye dropper on the tool bar. Use that to get the background color in any _N.dds file, and then use it to bucket fill a new image that is the same size as what you are working on. If you bump map that newly made image, GIMP will color it correctly for you.

TheBeast 06-28-10 11:42 AM

Quote:

Originally Posted by SteelViking (Post 1430002)
There is a sample tool in GIMP, it looks like a little eye dropper on the tool bar. Use that to get the background color in any _N.dds file, and then use it to bucket fill a new image that is the same size as what you are working on. If you bump map that newly made image, GIMP will color it correctly for you.

So. are you saying that the Bump Map tool will Bump Map all image layers?:06:
Or, since the Background layer is set to purple it will change the image layer color pallette to match the background?:06:

SteelViking 06-28-10 11:51 AM

The tool will take all layers in an image into account. No the bump map will not cause any color matching that know of. Although, I am not 100% sure what you are asking. You are not trying to combine the _N.dds and the image file manually are you?

TheBeast 06-28-10 12:31 PM

Quote:

Originally Posted by SteelViking (Post 1430032)
The tool will take all layers in an image into account. No the bump map will not cause any color matching that know of. Although, I am not 100% sure what you are asking. You are not trying to combine the _N.dds and the image file manually are you?

I think I fingured it out.:salute: I was thinking it took more effort and would be a little more complitcated but it isn't.
STEPS:
1. Open Uboat7c_structure_N.DDS using DXTBmp utility.
2. Export the *_N.DDS image from DXTBmp directly into GIMP.
3. Use DXTBmp to open the Skin Texture we are working with Uboat7c_structure.dds
4. Export the Uboat7c_structure.dds image from DXTBmp directly into GIMP as another image.
5. Select the Uboat7c_structure_N.DDS image in GIMP.
6. Select "Filters -> MAP -> Bump Map" tool.
7. Select the Skin texture in top right corner for source of bump map.
8. Adjust settings to prefference.
9. Save new Bump Map in GIMP.
10. In DXTBmp Select Reload After Edit.
11. Save changes to disk. DONE!
http://www.subsim.com/radioroom/pict...pictureid=2339

TheDarkWraith 06-28-10 01:06 PM

looking good :yeah:

coronas 06-28-10 01:41 PM

http://img33.imageshack.us/img33/521...ritchtex1c.jpg

I do an Alberich texture; I donīt know if can be usefull for your excellent work so feel free to use, modify, change, etc.
Itīs a .jpg, you can changing to .dds with Painnet.

SteelViking 06-28-10 02:25 PM

Heck yeah! You got it man:yeah: That looks amazing. However, if you get the right combo of plug-ins for GIMP, you will not have to do any exporting or importing, as GIMP would be able to open and save in any format needed. So, it can get even simpler.:up:

naights 06-28-10 02:40 PM

Quote:

Originally Posted by TheBeast (Post 1430051)
I think I fingured it out.:salute: I was thinking it took more effort and would be a little more complitcated but it isn't.
STEPS:
1. Open Uboat7c_structure_N.DDS using DXTBmp utility.
2. Export the *_N.DDS image from DXTBmp directly into GIMP.
3. Use DXTBmp to open the Skin Texture we are working with Uboat7c_structure.dds
4. Export the Uboat7c_structure.dds image from DXTBmp directly into GIMP as another image.
5. Select the Uboat7c_structure_N.DDS image in GIMP.
6. Select "Filters -> MAP -> Bump Map" tool.
7. Select the Skin texture in top right corner for source of bump map.
8. Adjust settings to prefference.
9. Save new Bump Map in GIMP.
10. In DXTBmp Select Reload After Edit.
11. Save changes to disk. DONE!

Too much amount of effect, looks like a rock, you need to darken most of the bump map and highlight "only" the parts you want to affect, for example scratches, holes or something like that.

Take in mind, thats normal map alters too the direction of the surface and that the intensity of the light/reflects affects general "effect", so you need to find good values between 2 maps.

For example, take this as reference:

Normal diffuse:

http://img695.imageshack.us/img695/3020/metal2x.jpg

Low information

http://img84.imageshack.us/img84/2082/metal4.jpg

High information

http://img411.imageshack.us/img411/5357/metal3.jpg

Bad, too much amount, planar zones need to be planar.

http://img257.imageshack.us/img257/4732/metal1d.jpg

Normal

http://img14.imageshack.us/img14/9875/metal5.jpg

Bye !!

SteelViking 06-28-10 02:44 PM

Naights has a point, you could tone down the bump affect a little for that skin.

TheBeast 06-28-10 02:44 PM

Quote:

Originally Posted by naights (Post 1430130)
Too much amount of effect, looks like a rock, you need to darken most of the bump map and highlight "only" the parts you want to affect, for example scratches, holes or something like that.

Holy crap you are good. The original texture source I posted below was from a algy cover concrete sea wall.:salute:

SteelViking 06-28-10 03:17 PM

Oh, I just remembered, another useful tool in GIMP when making bump maps, is the Gaussian blur. After I get the map to look how I want it/am getting the affect I am looking for, apply a Gaussian blur around factor 0.4-0.6 and see if you don't like it even more. I have used this tool extensively to remove pixelation from the bump maps for the subs interior. Just thought I would let you know.:salute:

TheBeast 06-28-10 04:25 PM

Alberich Skin with Bump Maps
 
The Gaussian Effect did the trick, dampening the sharp edges and smoothing out the regular surfaces.
This skin look way better now with Bump Maps. Got rid of the glossy effect.
Also raise the Form marks from the Alberich Application Process, show the larger material sheets.
http://www.subsim.com/radioroom/pict...pictureid=2341
The Body, Structure, Deck are pretty much done. Need to do the Tarmatte textures on upper tower and bump map the tower and it will be complete for version 1.0

SteelViking 06-28-10 04:46 PM

Nice job. I am glad that worked for you.

7thSeal 06-28-10 05:39 PM

Man thats looking really nice, will you also have it available for those who use the upgraded tower? :)

TheBeast 06-28-10 05:40 PM

Equipment.upc UpgradePacks.upc
 
I've been spending most of my free time the past few days going over the Equipment.upc and UpgradePacks.upc and UBoat_Sensors.sim files.
I was just going to add the Improve Alberich, Tarnmatte and Improved Tarnmatte coating upgrades because these upgrades actully do something for the sub but found several other items that were not complete during the process. Turning my MOD into a bug fix of sorts.
There are several items defined in the UBoat_Sensors.sim that are not even configured in the Equipment.upc or UpgradePacks.upc files. The above mentioned Coatings being a example of three items not configured.
Then I keep getting side tracked when finding out things like, the round directional radio antenna located on the Conning Tower Foreward Starboard side is suppose to extend/retrack/rotate. The Communication Antenna on the Port Side is suppose to extend/retrack a little higher then the Attack Periscope. The FuMo-30/61/65 Radar Antenna are suppose to extend/retract/rotate as well.
BIGREG made a post that he figured out how to Raise/Lower the Round Directional Radio Antenna. I PM'd him asking to download his changes. He tried to tell me how to do it and his english isn't to good and I don't speak french. So I am taking a break from this for a for a while and wait for some adittional info.


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