03-08-2015, 11:25 PM
(This post was last modified: 03-08-2015, 11:26 PM by Kawasuzu.)
(02-28-2015, 02:01 AM)Peardian Wrote: There's two ways I could interpret that.
If by format you mean the file format used by other games, that is not going to happen. There are a large amount of proprietary image formats out there, and it would be foolish to try and add conversion support for them all when there are tools out there already for that exact purpose.
But if by format you mean how, for example, Wii games like Sonic Colors have their normal maps spread between the color and alpha channels... well, that's exactly what the tool was made for, and you can already do that. All you need is an understanding of how the game engine stores their normal maps.
I wasn't talking about the image format. I meant like converting the images back to how they were sorted in those games like Generations where the normal mapping has color and transparancy. Unless that's what you meant in the second paragraph.
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03-09-2015, 08:06 AM
(This post was last modified: 03-09-2015, 08:09 AM by MandL27.)
(03-08-2015, 11:11 PM)Peardian Wrote: (03-08-2015, 08:53 PM)MandL27 Wrote: So, from the OP, I'm assuming this means that any kind of normal map can be produced by this tool, as long as it uses similar channel mapping. The question therein becomes "what kinds of channel maps do Sonic Generations use, and how do I convert them to something OpenGL-friendly, since I don't understand how either parses normal maps?"
Not quite. You can only use it to convert normal maps from things that are already normal maps with different channel mapping. I included a tutorial image in the zip that gives the basics of Normal maps and how to use the program. I haven't worked with OpenGL personally, but I'm sure that it uses the common type of normal maps.
Well, I mean "take a normal map for one engine and turn it into a normal map from another engine," which is what your post says I can do. I'll probably have to look more into OpenGL/etc and see how they handle normal maps so I can get an idea of what the output should look like.
Edit:
(02-21-2015, 01:13 PM)Peardian Wrote: Oh, you know Java? It would be great if you helped out. Would you support it being up on GitHub?
Send me a PM and we can work out the details. Just as a heads-up, you'll have to use the NetBeans IDE.
Is using NetBeans a must for this, or can I instead use Eclipse? I took Java this year in comp-sci and I was using Eclipse the entire time.
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(03-09-2015, 08:06 AM)MandL27 Wrote: (03-08-2015, 11:11 PM)Peardian Wrote: (03-08-2015, 08:53 PM)MandL27 Wrote: So, from the OP, I'm assuming this means that any kind of normal map can be produced by this tool, as long as it uses similar channel mapping. The question therein becomes "what kinds of channel maps do Sonic Generations use, and how do I convert them to something OpenGL-friendly, since I don't understand how either parses normal maps?"
Not quite. You can only use it to convert normal maps from things that are already normal maps with different channel mapping. I included a tutorial image in the zip that gives the basics of Normal maps and how to use the program. I haven't worked with OpenGL personally, but I'm sure that it uses the common type of normal maps.
Well, I mean "take a normal map for one engine and turn it into a normal map from another engine," which is what your post says I can do. I'll probably have to look more into OpenGL/etc and see how they handle normal maps so I can get an idea of what the output should look like.
Edit:
(02-21-2015, 01:13 PM)Peardian Wrote: Oh, you know Java? It would be great if you helped out. Would you support it being up on GitHub?
Send me a PM and we can work out the details. Just as a heads-up, you'll have to use the NetBeans IDE.
Is using NetBeans a must for this, or can I instead use Eclipse? I took Java this year in comp-sci and I was using Eclipse the entire time. He was using NetBean's gui builder so I'm assuming that you need to use NetBeans.
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03-17-2015, 02:19 PM
(This post was last modified: 03-17-2015, 02:23 PM by lemurboy12.)
I'm trying to get the normal maps from LittleBigPlanet 3, and they're grey when ripped, can this program make them usable? The tutorial is confusing. http://puu.sh/gEnmP.png
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(03-17-2015, 02:19 PM)lemurboy12 Wrote: I'm trying to get the normal maps from LittleBigPlanet 3, and they're grey when ripped, can this program make them usable? The tutorial is confusing. http://puu.sh/gEnmP.png
Yes, this is exactly what Texture Remix is designed for. Check the tutorials included with the tool if you need a guide to making normal maps.
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When I hit save, nothing exports.
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(03-17-2015, 06:50 PM)lemurboy12 Wrote: When I hit save, nothing exports.
You have to specify a folder for the images to save first each time you load the program, unfortunately.
Again, there is a tutorial included for using the program.
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So what do you do when the imported image doesn't show up with a thumbnail?
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(03-19-2015, 12:13 PM)Turbo Thunderbolt Wrote: So what do you do when the imported image doesn't show up with a thumbnail?
There are no thumbnails yet, so don't worry about it. For now, you will just have to remember which input image is which.
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Could you maybe make a video tutorial or explain better in text how this program works? The image tutorial is a bit confusing to follow, especially for someone who's never worked with normal maps before.
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(03-20-2015, 01:50 PM)Miles56 Wrote: Could you maybe make a video tutorial or explain better in text how this program works? The image tutorial is a bit confusing to follow, especially for someone who's never worked with normal maps before.
Unfortunately, I don't really have any experience with making videos like that. If anyone else wants to give it a shot, they are more than welcome to.
I'm also interested in hearing what ways the tutorial images confused you. I want the image tutorials to be as straight-forward as possible, so I welcome feedback on them.
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One thing I did not understand the basic textures should only be doing (normal, blue and black) or to all possible variations create vith the Texture Remix?
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04-01-2015, 08:46 PM
(This post was last modified: 04-01-2015, 08:46 PM by Peardian.)
(04-01-2015, 05:49 AM)sutinoer Wrote: One thing I did not understand the basic textures should only be doing (normal, blue and black) or to all possible variations create vith the Texture Remix?
I'm afraid I don't really understand what you asked.
I hope this answers your question, though: Texture Remix can change around the four channels of an image.
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nice well make it in windows application exe file
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I finally got around to putting the source code up on GitHub! Sorry for the delay.
Java Source code
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