BumpH images creation/manipulation?
#1

I created some BumpH image for a texture by simply converting the original texture to grayscale then renaming to bumph. My question though: after converting to grayscale are there any processing rules (changing luminosity etc) which would give the best results (or i just have to experiment by trial and error)? (for who doesn't know, The bumpH texture adds sort of 3D illusion to the original "flat" colored texture)
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#2

How are the "bumph" textures applied. Do we chain those next to the appropriate texture assigned in the load.ini or do they take up a grayscale value? Do you know which map load.ini I can look to for reference?

I have a couple areas on my MiddleEast map that could use this feature.

Thanks,

2bits
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#3

2bits, in load ini only the chief RGB textures are listed, for example
lowland0=sk_lowland0.tga
The game looks for this file and AUTOMATICALLY looks if there exists a file called sk_lowland0.bumpH (also looks if there exists a file called sk_lowland0.tgb). If it exists it will use it together with sk_lowland0.tga (and or tgb). If it doesn't exist, well then the game will just use what it has namely the tga and tgb files.
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#4

That's good. Thanks lowfighter.

2bits
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#5

Quote:(or i just have to experiment by trial and error)?

Yeah, pretty much.

Although a sharper contrast will yield a more dramatic effect it seems.

Cheers, Neil Smile
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#6

Thanks Neil!
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#7

What do the tgb textures do?
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#8

If there's a tgb than the game uses that image instead of the tga. If you extracted the map textures you'll notice that most of textures have both a tga and a tgb, and always the tgb is higher size (higher resolution) than the tga. I suspect the tga is used with lower lanscape detail setting. Now if there's only a tga and no tgb, the game will use that one. But I forgot to use the phrase "I believe" here, so the best is if you can test it yourself...
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#9

maybe the tgb is for when you are closer to the ground ...like when landing and t/o... more detailed
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#10

Fred, I thought so too but pretty long time ago I wanted to modify one industrial texture (factory.tga). So I modified it, went to game and saw no change relative to original. Then I thought maybe since i modified only the tga and the tgb is unchanged and it's bigger size, maybe then the tgb represents the long sighting distance texture, so maybe I see the difference if I increase the sighting distance. but nothing changed...However when I changed afterwards the corresponding tgb then the result was immediately visible in game.
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#11

I would guess that the *.tga is used in conjuntion the following conf.ini entries to help with vid card compatibility.

TexLarge=1
..........
TexLandLarge=1

I would assume by setting these to "0" would force the game to use the *.tga's rather than the larger *.tgb's

Cheers, Neil Smile
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#12

Yes, I think too this must be it...
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