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Author Topic: Enable/Add bumpmap on non bumpmap outfits  (Read 11181 times)
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BlooM
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« on: September 02, 2008, 04:37:46 pm »

A tutorial on how to enable/Add bumpmapping on outfits that dont have one.
You must know your way arround with Simpe and bodyshop!!!
And backup your files!!!


-Clone a bumpmap enabled outfit with bodyshop and call it bumpoutfit(or lookup a outfit that you know has bumps!)

-Open it with Simpe

-Click in the resource tree the material defination (TXMT)

-Click it again in the resource list

-When your in plugin view(default) you see at the bottom the Generic Rcol editor

-In the tab properties you see a long list with settings, look up the following 4 lines:

*stdMatNormalMapTextureAddressingU: tile
*stdMatNormalMapTextureAddressingV: tile
*stdMatNormalMapTextureEnabled: true
*stdMatNormalMapTextureName: ----------stdMatNormalMap----

And in the tab next to it(the file list) you also see 2 files listed.
One of those files has bump in it Smiley

Those 4 files and the one from the file list are important.

Wat i normally do:

-Open a bumpmap enabled outfit with Simpe

-And, open the outfit that you want to enable with bumpmapping with a second version of Simpe.

-Click the material defination in the left and right window so you can view the Generic Rcol editor window(plugin view)

-You now have 2 Simpe versions open, one with a bumpmap enabled outfit and one without bumpmap.

Wat were going to do is we copy the necesary lines and settings from one window and going to paste them in the other one. Wink

-Click on the first line, the stdMatNormalMapTextureAddressingU and select the text in the box on the right, copy this text(right mouseclick and copy)


screenshot

-popup the other version(non bump enabled outfit) by clicking the Simpe thumb at the bottom of your screen

-click any line in the properties list and choose add


screenshot

-scroll down to the bottom and you will see a blanc line that has been added

-click that line and paste your text in the name box at the right(under property) (stdMatNormalMapTextureAddressingU)

-click sort list, you now see the line you added in alphabetical order

-click that line and fill in the value box with the correct value, tile in this case


screenshot
screenshot

Repeat all these steps for the other 3 lines till you come at a point you need to fill in the value of the 4th line(the ----------stdMatNormalMap----)

The normalmap name you see there is unique for every outfit, so we can not copy it
we have to let bodyshop create a new one based on the original basegame files.

-Therefore we need the name of the original bumpmap file, you find it in the filelist on the tab next to properties(from the bumpmap enabled outfit offcourse)

-Copy that file name(in my case ufbodyunderwear-classicbeige-bump) and past it in the value box from the 4th line the stdMatNormalMapTextureName.



screenshot

-Go to the filelist and add a new line.

screenshot

-change the file name on the added line into your bumpmap filename (ufbodyunderwear-classicbeige-bump in my case)

screenshot

-click commit(it doesn't hurt to click commit everytime you added a line and save your file once and a while Wink )

-Save


So we added the 4 lines to the TXMT with the correct settings and basegame bumpfile
Now open bodyshop and start a new project from/with your edited outfit.
It might look strange because it has a bumpmap attached that doesn't match the outfit(yet)
If you did it all correct you should now also have the normalmap bmp in your project folder.

Wat i do mostly as i dont now the correct way to make a bumpmap normalmap:

-open the color bmp
-desaturate it
-brighten it up with 50%
-bring contrast down to 50%
-Save it as the normalmap

Your outfit is now ready to put in the game, finish of your project.
When you want to check your outfit in bodyshop, use your zoom keys and rotate the outfit manual into the dark.
This should make bumps good visible.


* Tut01.jpg (141.47 KB, 1024x819 - viewed 12204 times.)

* Tut02.jpg (120.24 KB, 1024x819 - viewed 1743 times.)

* Tut03.jpg (129.28 KB, 1024x819 - viewed 1708 times.)

* Tut04.jpg (122.3 KB, 1024x819 - viewed 1582 times.)

* Tut05.jpg (167.45 KB, 1024x819 - viewed 1707 times.)

* Tut06.jpg (123.52 KB, 1024x819 - viewed 1727 times.)

* Tut07.jpg (138.22 KB, 1024x819 - viewed 1662 times.)
« Last Edit: September 02, 2008, 06:52:14 pm by BlooM » Logged

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Destin
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« Reply #1 on: September 03, 2008, 07:26:37 am »

*dies*
 
Thank you so much!! You're the best...much appreciated and crystal clear, w00ts Wink
 
EDIT:
 
Utter success on the first try...thanks for sharing something so simple, logical and much needed!
 
Thanks, BlooM!! SmileySmileySmiley 3 minutes and my issue is solved!
« Last Edit: September 03, 2008, 07:01:19 pm by Destin » Logged

BlooM
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« Reply #2 on: September 03, 2008, 04:37:43 pm »

There is even a quicker way that i might add.....but this is how it should be done Wink
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Destin
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« Reply #3 on: September 03, 2008, 06:51:36 pm »

share that too, please? lol, I can't imagine this being easier...but any insight into shortcuts would rock *hint*
 
Wink
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BlooM
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« Reply #4 on: September 03, 2008, 09:23:45 pm »

yes,

*You extract a excisting TXMT(material defination) from a bumpmap enabled outfit by right clicking on it and save it.
You even can save it permanent to use for all outfits/edits(just make sure that it is a basegame one for if you ever decide to upload your stuff.)

*Open your outfit that you want to enable with bumpmapping and clone the TXMT by right clicking on it.

*right click that clone and choose replace and surf to your earlier extracted TXMT and open it.

You now only have to change the following:
-Filename
-Description in cMaterialsDefinition
-stdMatBaseTextureName(valuebox) in proprties tab
-stdMatNormalMapTextureName( valuebox, you copy the filename with bump in it from the filelist Tab) in properties Tab
-The original filename in the filelist

All these names you can copy from the original TXMT that is still there(except the bump filename.)
When done you delete the original TXMT, save and go into bodyshop to fix the textures.
« Last Edit: September 03, 2008, 09:27:11 pm by BlooM » Logged

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kieren13
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« Reply #5 on: September 14, 2008, 05:40:56 pm »

I have meant to ask about this for ages now but I just never got round to it.
Thank you for this clear and easy to follow tutorial - I just tried it and it worked a treat Smiley
« Last Edit: September 14, 2008, 05:49:17 pm by kieren13 » Logged
SenkoTwiik
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« Reply #6 on: July 26, 2009, 06:34:33 pm »

I think I might be mentally retarded. I tried to do this twice already and both times I failed miserably. Maybe I used complex meshes or something.
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BlooM
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« Reply #7 on: July 26, 2009, 06:49:20 pm »

I think I might be mentally retarded. I tried to do this twice already and both times I failed miserably. Maybe I used complex meshes or something.

It isn't really related to meshes....
The mesh will need the correct comments in the comment box, but those are already there by default.(with Milkshape)
Just upload your recolor if you have your doubts, and ill give it a look Wink
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SenkoTwiik
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« Reply #8 on: July 26, 2009, 09:03:52 pm »

Thanks BlooM. I think it was my mistake though. I think I got caught up with the last few bits. Like the last part with adding the new line in file list. By the time I get there, after I put the original bumpmap file as the 4th value, it alrady has a line with the word 'bump' in it. There's no way it was previously bump enabled because I tried to get the bump to show before and it didn't. I'm going to keep trying it.
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