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[Question] Get BumpH files to work - Printable Version

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[Question] Get BumpH files to work - J99Eingehirner - 04.03.2010

I was trying to create some bump maps for custom ground textures. However, when in-game, I don't see any effect! I tried to apply crater-like structures first - no visible effect. Then I just made a black-and-white bump map - no effect. I increased every OpenGL setting related to ground textures to the maximum - no effect.

How do I get them to work? Do I have to use the explicit "perfect" setting? Is there some option that needs to be activated somewhere?

Thanks in advance for every hint!


- redko - 04.03.2010

how did you call your textures?

sand.Bumph for exemple or sandBumpH.tga ?

you must take you texture you want to convert into bump and transform it into grey scale image on the options file. then play with contrast to get the effect wanted...and some time you have have to go very far in contrast to see a difference on the map. it depends of the original texture.


- J99Eingehirner - 04.03.2010

I just followed the "Textures for beginners" tutorial and created a sk_fields_creater_blended.tga as well as a sk_fields_creater_blended.BumpH file.

How large is the ("experienced") height effect for a simply black-and-white bump map? Is it more around 10-30 cm or rather 3-5 meters?


- caldrail - 04.03.2010

One thing to look for is how your paint program handles grey scales. Some merely stamp a 256 colour colour palette of greys on it and says that's a greyscale, but IL2 won't recognise it. GIMP (a free download) will convert images to a greyscale that IL2 can use.


- J99Eingehirner - 05.03.2010

I'm using Gimp as it's free and extremely good at basically everything I care for Wink

But I have also problems using the TGA converter of Dr. Jones... I usually have to save them as PNG (in Gimp), then open and resave them as TGA with IrfanView, then use the Hex Editor Neo (which I can highly recommend, I use the demo version but the full version is even better!) to open the TGA and correct the first entries as well as delete the palette entries... then I get a working TGA of the same size as the ones originally in the game. I've become quite used to the process by now, but of course it's far from being efficient Wink