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demonet
5th Jan 2012, 11:03 PM
I have tried to search this, but couldn't find anything conclusive...

I want to modify a bump map for a CAS part. I am under the impression that this is what is also called the multiplier. Is this correct?

Secondly, If I am able to modify the bump map to my satisfaction in photoshop (after flattening the image), do I have to worry about normal mapping? In other words, do I need specific things in RGBA?

It seems that it is easy enough to create a normal map using the NVIDIA filter (inverting Y and ticking "Height"), but I have never seen a normal map as an image DDS file... they are all greyscale with a white alpha channel.

So do I need to worry about changing any of the channels??

Lastly, can I save this as a DXT5 with an interpolated alpha? Or is there a setting that is better/correct? And if this is the "multiplier", I will just replace it...

Any comments are appreciated!

Thanks!

demonet

PS... Is there any way of doing displacement maps? Or is modifying the mesh the only way to affect the geometry?

BloomsBase
5th Jan 2012, 11:48 PM
The multiplier is different then the normalmap(bumpmap)
It is in greyscale with a white alpha

On a normalmap both thr rgb and alpha are in greyscale.

The multiplier is saved as DXT1noalpha or DXT5interpolatedalpha(depending how many colors/patterns are used)
The normalmap is best saved as DXT5_NM(Nvidia)

Wat program are you using(to link some tutorials)

http://wiki.thesimsresource.com/index.php?title=Workshop_Tutorials#New_bumpmaps_for_clothing_with_the_TSR_Workshop
http://www.modthesims.info/fd.php?f=619&threadcategory=CAS+Parts

demonet
6th Jan 2012, 12:01 AM
The multiplier is different then the normalmap(bumpmap)
It is in greyscale with a white alpha...


Thanks for your reply.

As far as applications, I am using pretty much any and all of them.

But at the moment, I have been just exporting dds files from s3pe (spec, base, etc.), then modifying them in pshop (with nvidia plugin), and then importing them into s3pe when complete.

The only thing I don't know is which file is the bump map. The multiplier looks like a bump map, but you have said this is not where it gets its normal data. However, no dds file in S3pe looks like a normal map (which I am very familiar with using -- but not creating).

So, basically I need is a way to identify any existing normal maps in the package file, and then from there I think I can figure out the rest (as long as my previous post was correct in the way the normal is created from a greyscale bump map --- i.e, running the nvidia filter, inverting Y and ticking height).

I guess the only other question I would have is what instance number to use for a new normal map if there is no existing normal map.

Thanks,
demonet

BloomsBase
6th Jan 2012, 12:24 AM
Each item has a normalmap, either a blanc one (32x32 i believe) or a 1024x1024 with detail on them.
The Blanc normalmap has key:00B2D882:00000000:972952e0d3631f66 so it should be easily to recognize.
The normalmap is called by the GEOM, so if you are going to update a blanc one you must give it a new unique instance number and update its TGI link in the GEOMs.(1st TGI link)

Edit,
nm, the above story
Since your using s3PE i figured you used s3OC to clone?
And since it literly includes all texture files, it doesn't include the normalmap.........
So you are forced to add a custom normalmap and update the GEOM TGI link and texture with a new instance ID

This process is alot easier with either CTU or TSRW but i dont know wat you are using now.

demonet
6th Jan 2012, 12:29 AM
Each item has a normalmap, either a blanc one (32x32 i believe) or a 1024x1024 with detail on them.
The Blanc normalmap has key:00B2D882:00000000:972952e0d3631f66 so it should be easily to recognize.
The normalmap is called by the GEOM, so if you are going to update a blanc one you must give it a new unique instance number and update its TGI link in the GEOMs.(1st TGI link)

Thanks a lot! I will give that a shot.

BloomsBase
6th Jan 2012, 12:35 AM
plz read my edit :)

robokitty
7th Jan 2012, 3:16 AM
If you know what to look for, then you shouldn't have any trouble telling the difference between a bumpmap and a multiplier by looking at the image. A bumpmap tends to be all gray with no black areas and an all-gray alpha channel. A multiplier will have higher contrast outlining/texturing, and its alpha channel will consist of a mixture of black & white areas (and possibly grays).

There is more explanation here:
http://wiki.thesimsresource.com/index.php?title=Normal_Map

(Also, if you can't find the bumpmap, then it's possible that the item references an existing bumpmap from the game, and so it is not included in the package file.)