diff --git a/12.nadeo-importer/03.how-to-make-a-specularmap-diffusemap-for-objects/docs.md b/12.nadeo-importer/03.how-to-make-a-specularmap-diffusemap-for-objects/docs.md index 9ba0ab4..8b0359c 100644 --- a/12.nadeo-importer/03.how-to-make-a-specularmap-diffusemap-for-objects/docs.md +++ b/12.nadeo-importer/03.how-to-make-a-specularmap-diffusemap-for-objects/docs.md @@ -4,6 +4,7 @@ taxonomy: category: - docs --- +Edited and fixed by BestNoob !!! Tutorial from ***xrayjay*** from this address: [http://www.maniapark.com/forum/viewtopic.php?f=85&t=22289](http://www.maniapark.com/forum/viewtopic.php?f=85&t=22289) @@ -15,8 +16,27 @@ I will explain very quickly what are the specifications and how to save them in ## What you need -* a graphic manipulation software (ps, gimp etc.) +* a graphic manipulation software (Adobe Photoshop (PS), Gimp etc.) +Free & Open Source: https://www.gimp.org/ +Free Trial: https://www.adobe.com/products/photoshop.html + * a dds converter which allows you to set the specific output format (like the nvidia dds tools) +For the Gimp .dds plugin search google. +PS Plugin: https://developer.nvidia.com/nvidia-texture-tools-adobe-photoshop + + +## Compare files with originals + +Sometimes it is useful to see what nadeo used, so you need the original files. +They are stored as .zip file in C:\ProgramData\ManiaPlanet\PacksCache +You need TMValley_HD.zip or TMValley.zip and the Updated files e.g. for Valley,Stadium,Canyon... +Unzip them at the destination of your choice. + +!Info! You have to download the Title in TM before the files are stored there. + +I recommend MediaInfo Lite to view Data informations. This tool support a lot file formats. +http://codecguide.com/download_other.htm + ## File specifications For selfmade textures on objects we need _TDNS_ textures: @@ -29,11 +49,13 @@ For selfmade textures on objects we need _TDNS_ textures: ![](http://trackmania-carpark.com/imagespark/up4/52cea5bd6a098.jpg) -* DXT1 RGB 4bpp no alpha +* DXT1 RGB 4bpp no alpha (care exceptions) * 2D texture * Generate MIP maps -This is the base texture which is visible, no alpha channel here! Save as `filename_D`. +This is the base texture which is visible, normally there is no alpha channel. Save as `filename_D`. +To check the exceptions open the original file in Photoshop or Gimp and check for alpha channel. +If there is a alpha channel you need it also for your modified/created file ! ## The NormalMap - filename_N See this tutorial how to do this on this **[page](../how-to-make-a-normalmap)**. @@ -59,4 +81,4 @@ For glass objects the DiffuseMap is used a little different, tut will come later An alternative way to do these textures is to save all of them as 24bit tga files and import this tga files with the importer (instead of the dds ones), the nadeo importer will convert em into the right dds format. For files with alpha channel: They need to be 32bit tga with alpha saved! I recommend to do the dds files by your own ->>>>> You can work in tga and use the importer to create the dds (see first post). You won't destroy your source with dds compression, and saves will be faster. \ No newline at end of file +>>>>> You can work in tga and use the importer to create the dds (see first post). You won't destroy your source with dds compression, and saves will be faster.