The additional information is much welcome. Up until now I wouldn't have known the blue channel in the nrm tga is ignored. And I guess if you need to edit any one of the normal, spec, or gloss maps you have to include all three files as inputs? But I am still looking for official confirmation on the burn settings to use.…
I'm not sure if this is common knowledge but it was throwing me off, so I'll dump it here and feel free to ignore me! So I got the normals in, and the spec. Gloss still won't build. I used the rgt viewer from http://www.coh2.org/topic/37612/tool-coh2-rgt-viewer/page/1 to pick apart their normal map and found its laid out…
For normals/spec/gloss, there is a checkbox that says "compress textures" which needs to be turned OFF. And (not to make any assumptions) you only need to burn normals/spec/gloss if you have changed one or more of those maps. If you did not change them at all, you can skip adding them to your mod and the game will use the…
Maybe I can bug someone from Relic to upload a better West German - Hetzer .psd to the Tools Data app. Right now all the textures (spec nrm diff) are baked to one layer each =\
I tried playing with the mod tools last night, and I appeared to only be able to swap out the diffuse map of each, does this mean we are stuck with the default normals/spec/gloss of the bases? I was planning on swapping some materials out from being painted metal.
Historical accuracy for me is to look like they was, in your case you add more details making the units in the exact divisional doctrine, we used to do the same back in Coh1 mods where the old flames of war was our guide , but now I believe the way you making your mod is historical and accurate. Real , as starbuck said…
so after some investigation into how the builder burns files, and the various formats it allows, the only way I can get normals and spec/gloss etc to build correctly is to turn off compression on the normal map file. I'm not sure if that indicates theres a bug with the compression on normal maps or if we are just missing…
Bartek_RE said: Hi Bartek, Can you or someone else at Relic please check the model/normals for the AEF M15 AA Halftrack? The way it is shading is very wrong, particularly around the hood and the rear panels. I have tried baking a new normal map but the problem persists, so it must be in the underlying model. Perhaps it's…
Why are you burning the nrm,spc,and gls anyway? Have you adjusted these? If not, leave them out of the burn process. They will just increase the total file size of your skin pack and make uploading a pain.