Detail maps

Post » Wed Jun 02, 2010 4:03 am


thats a handy tip Westly! Thanks for that :D
i am gonna try doing some detail maps
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Kyra
 
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Post » Wed Jun 02, 2010 6:25 am

NetImmerse/Gambryo uses terms specifically for their game engine and that might be different from common understanding. I think that in order to be consistent it might be reasonable to use the terms in the proposed by game engine authors way. Yes, sometimes this is could be confusing.

NetImmerse/MaxImmerse (MW is based on NetImmerse 4.1) documentation you can download from THANOS TOWER (check also other excellent tutorials on this site):

http://www.ageinc.com/Morrowind/Thanos_Tower/Download/Max-SceneImmerse.rar

I have packed in pdf two NifScope reflection/environment map tutorials by Bjam posted here and on NifTools forum a while ago. Here they are:

http://download.yousendit.com/2777A8484144B2BD

Correct adding reflection maps is a crucial prerequisite for using bumps in MW. The method of creating bump maps in Max (via omni light settings) described in the above mentioned NetImmerse documentation is not working with original MW Max exporter. So, the only way around is to use NifScope. BTW, other Max nif exporters are working fine e.g. CivIV.

:)
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Nomee
 
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Post » Wed Jun 02, 2010 6:32 am

NetImmerse/Gambryo uses terms specifically for their game engine and that might be different from common understanding. I think that in order to be consistent it might be reasonable to use the terms in the proposed by game engine authors way. Yes, sometimes this is could be confusing.

NetImmerse/MaxImmerse (MW is based on NetImmerse 4.1) documentation you can download from THANOS TOWER (check also other excellent tutorials on this site):

http://www.ageinc.com/Morrowind/Thanos_Tower/Download/Max-SceneImmerse.rar

I have packed in pdf two NifScope reflection/environment map tutorials by Bjam posted here and on NifTools forum a while ago. Here they are:

http://download.yousendit.com/2777A8484144B2BD

Correct adding reflection maps is a crucial prerequisite for using bumps in MW. The method of creating bump maps in Max (via omni light settings) described in the above mentioned NetImmerse documentation is not working with original MW Max exporter. So, the only way around is to use NifScope. BTW, other Max nif exporters are working fine e.g. CivIV.

:)

Cool,
thanks for that, i am gonna have a read through and see if i can figure out to do all this stuff lol.
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Marie
 
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Post » Tue Jun 01, 2010 5:29 pm

Can someone please tell me what version of of nifskope they are using to apply detail maps? I've been attempting to add detail maps to some buildings/road peices for a while. I'm using version 1.0.6. While it will allow me to ADD the detail map, it will not allow me to APPLY any texture.

I have tried with almost every mesh in my MW folders (and that's thousands of meshes!) I've tried with random textures, etc etc. I've been trying for several weeks and I cannot seem to apply a texture. I've downloaded a few older versions of nifskope to install, but I'd like to save myself time if someone could tell me what version of nifskope they use.

I've literally been pulling my hair out over this detail map issue for quite some time!
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ladyflames
 
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Post » Tue Jun 01, 2010 9:59 pm


I've literally been pulling my hair out over this detail map issue for quite some time!



I was just going to message you and see if you what version of NIFskope you are using (in response to your previous inquiry of me). I am using v0.9.4 and works just fine in regards to detail map application (so maybe reverting to a later version will solve your dilemma :D ).
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Stephy Beck
 
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Post » Wed Jun 02, 2010 9:05 am

I just tried 1.0 since I had that one installed as well and it still didn't work. I'll go download .9.4. Thanks Westly!

Edit- WOAH! We're working now! .9.4 does indeed work for this. So for other people interested- version 1.0 and up apparently have a bug (at least with me).
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Silvia Gil
 
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Post » Wed Jun 02, 2010 7:33 am

I just tried 1.0 since I had that one installed as well and it still didn't work. I'll go download .9.4. Thanks Westly!

Edit- WOAH! We're working now! .9.4 does indeed work for this. So for other people interested- version 1.0 and up apparently have a bug (at least with me).

indeed! i just tried and it dosnt work with my version (same as yours)
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Tom Flanagan
 
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Post » Tue Jun 01, 2010 11:04 pm

How you are doing that in NifScope? For me version 1.0 works fine (I have just tested that). Usual way: select NiTexturingProperty of the NiTriShape node of interest in the Block List window (or in 3D preview, NiTriShape node will be highlighted in the Block List); rclick and select "Texture"/"Add Detail Map"; add the path to your texture in the newly created NiSourceTexture node.
You can do that also by enabling "Has Detail Texture" in the "Block Details" window of the NiTexturingProperty (btw, in the same way you can enable bump maps, the later should be used in MW with NiTextureEffect/reflection/environment maps).

BTW. The latest NifScope version is 1.06. http://niftools.sourceforge.net/forum/viewtopic.php?f=3&t=1667

:)
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LittleMiss
 
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Post » Tue Jun 01, 2010 9:42 pm

A1x2e3l: I tried the way you just listed. Definately still did not allow me to apply a texture still! Sorry, but I honestly cannot get versions 1.0 and up to work properly when applying a detail map.

In other thoughts- anyone have any really good techniques for applying detail maps for architecture? Westly taught me a wonderful way, and while it looked great on most meshes, on my houses I simply cannot find the magic formula to make a really good detail map. What techniques do you guys use that might make this look a little less pixel-ish and oversharpened?

http://img.photobucket.com/albums/v144/LadyK/hmm.jpg
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Lyndsey Bird
 
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Post » Wed Jun 02, 2010 9:12 am

I support such a texture pack.
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Nichola Haynes
 
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Post » Tue Jun 01, 2010 9:37 pm

What techniques do you guys use that might make this look a little less pixel-ish and oversharpened?


I've never dealt with detail maps, but the obvious thing to do I imagine would be to make it high-res (1024 or 2048) and blur it instead of sharpening it.
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Ownie Zuliana
 
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Post » Wed Jun 02, 2010 2:01 am

I've never dealt with detail maps, but the obvious thing to do I imagine would be to make it high-res (1024 or 2048) and blur it instead of sharpening it.


Now that will stiffle FPS
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Kyra
 
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Post » Wed Jun 02, 2010 3:06 am

A1x2e3l: I tried the way you just listed. Definately still did not allow me to apply a texture still! Sorry, but I honestly cannot get versions 1.0 and up to work properly when applying a detail map.


A few nasty reversions seem to have crept into the latest versions of NifSkope. I imagine they'll all be shaken out in the next few point releases.
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Chris Jones
 
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Post » Wed Jun 02, 2010 6:38 am

Now that will stiffle FPS

Not necessarily. The Nif engine is odd that way. I saw no fps effect in a whole series of room where almost everything was 'bump' mapped.
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Stacy Hope
 
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Post » Wed Jun 02, 2010 10:01 am

My experience about this stuff:

First of all the textures:
Left u can see a base rock texture, to the right a emboss grayscale map like a detail map. 1024x1024 dds format.
http://img520.imageshack.us/my.php?image=rocktexturery1.jpg

Here a boulder in Nifscope with the base texture applied:
http://img524.imageshack.us/my.php?image=rock1xk6.jpg

The next step, the boulder with the detail map added:
Its not a bump map because this dont affects the lightning on the texture but a good looking volumetric one. More vivid that a single texture embossed.
http://img512.imageshack.us/my.php?image=rock2rm6.jpg

Finally the boulder in CS, the pixelation its excessive, i dont know which its the parameter controlling this appearance:
http://img209.imageshack.us/my.php?image=rock4qq9.jpg
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Trent Theriot
 
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Post » Wed Jun 02, 2010 2:17 am

Connnary, I havn't tried this on my buildings yet...but I did try this on a land peice and there was alot less pixelation.

Instead of making a more emboss styled detail map, I made normal maps using an incredible program called crazy bump. I then converted the normal maps to greyscale.

It created a really subtle map versus the sharper emboss technique. It looks a bit less pixellated in game.

I tested it with cropped sections of your screenshot, and it produced alot smoother result. I'd show you screenshots, but it's not perfect due to the fact that I'm not working with the actual textures (instead cropping a screenshot) and causing things to not line up 100%.

http://www.crazybump.com/
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Adam Porter
 
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Post » Tue Jun 01, 2010 9:31 pm

Connnary, I havn't tried this on my buildings yet...but I did try this on a land peice and there was alot less pixelation.

Instead of making a more emboss styled detail map, I made normal maps using an incredible program called crazy bump. I then converted the normal maps to greyscale.

It created a really subtle map versus the sharper emboss technique. It looks a bit less pixellated in game.

I tested it with cropped sections of your screenshot, and it produced alot smoother result. I'd show you screenshots, but it's not perfect due to the fact that I'm not working with the actual textures (instead cropping a screenshot) and causing things to not line up 100%.

http://www.crazybump.com/



Oh?? thanks a lot Korana, i will try with normals. The crazy soft seems very useful too.
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Eliza Potter
 
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Post » Wed Jun 02, 2010 1:26 am

My experience about this stuff:

First of all the textures:
Left u can see a base rock texture, to the right a emboss grayscale map like a detail map. 1024x1024 dds format.
http://img520.imageshack.us/my.php?image=rocktexturery1.jpg

Here a boulder in Nifscope with the base texture applied:
http://img524.imageshack.us/my.php?image=rock1xk6.jpg

The next step, the boulder with the detail map added:
Its not a bump map because this dont affects the lightning on the texture but a good looking volumetric one. More vivid that a single texture embossed.
http://img512.imageshack.us/my.php?image=rock2rm6.jpg

Finally the boulder in CS, the pixelation its excessive, i dont know which its the parameter controlling this appearance:
http://img209.imageshack.us/my.php?image=rock4qq9.jpg



I'm not getting blurry pixelation in the CS http://i61.photobucket.com/albums/h61/TheDarknut/DetailinCS.jpg

What is your clamp mode & Filter mode set to?
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Rozlyn Robinson
 
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Post » Tue Jun 01, 2010 6:47 pm

I'm not getting blurry pixelation in the CS.
What is your clamp mode & Filter mode set to?


I was going to ask myself, as these are about the only settings you can tweak, but if you create a new NiSourceTexture in NifSkope, it will default to CLAMP_S CLAMP_T, rather than WRAP_S WRAP_T and FILTER_NEAREST rather than FILTER_TRILERP. They are usually about the only things you can tweak on most Texture nodes apart from the PS2 settings, which are irrelevant.


In case anyone doubts, Morrowind is at least nominally capable of dealing in some way with all these maps. A string search through the exe finds all these map types defined.

EDIT: The one I'd love to get working is gloss maps. These are incredibly versatile, allowing even a mediocre texturer to produce dull leather, shiny leather, pvc, plastic, dull metal, shiny metal and masses of other effects, just by changing a simple light map and a simple gloss map. In the hands of a skilled artist, they are even better!
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Hayley Bristow
 
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Post » Tue Jun 01, 2010 11:56 pm

I'm not getting blurry pixelation in the CS http://i61.photobucket.com/albums/h61/TheDarknut/DetailinCS.jpg

What is your clamp mode & Filter mode set to?


Oh?? Im a miserable man, i dont know how to set this modes??
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Matthew Warren
 
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Post » Tue Jun 01, 2010 9:39 pm

Oh?? Im a miserable man, i dont know how to set this modes??

I'd offer to help, but it's 11.30PM here, and if I want to get to work, I've got to sleep now.
I'm sure someone will assist sometime in the next 24 hours.
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Chrissie Pillinger
 
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Post » Wed Jun 02, 2010 10:17 am

Mmm so let me get this straight; the fake bump effect can be applied to armors & weapons too? but not its not necesary to add new textures; the effect itself makes the texture look as if it had more depth and the detail is magnified?
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Tiffany Carter
 
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Post » Wed Jun 02, 2010 1:56 am

I have to say, that looks awesome! I really hope you can sort this out so it works right!
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hannah sillery
 
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Post » Tue Jun 01, 2010 6:58 pm

CLAMP_S CLAMP_T; WRAP_S WRAP_T; FILTER_NEAREST; FILTER_TRILERP, etc. settings can be changed in the "Block Details" of a NiTexturingProperty node.

"but not its not necesary to add new textures"

base, bump, dark, detail, glow, decal 0 maps are all textures (image containing files). There is no evidence so far that gloss map is working in MW. NiTextureEffect (reflection/environment map) is also a texture file. MW model nifs contain references for paths and names of these files.

:)
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Isabel Ruiz
 
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Post » Wed Jun 02, 2010 3:29 am

Interesting.....

*does a quick test experiment*


Cool. :blink: This could lead to some new ideas......
Thanks Westly for the quick tutorial, I'll make use of it sometime.

It'll also be interesting to see what connary does with this in regards to his texture pack work. ;)


:lightbulb:
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Anne marie
 
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