ScottyGEE's skinning competition Discussion

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mitch171292





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Post by mitch171292 »

If you have time can you post more then one map?
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Post by Aequitas »

ScottyGEE wrote:Nice offer Aequitas...Do I get 3 if I register 3 times? :P
You should read the help section.. You can only register once, but there are ways of getting multiple rewards from one account.
TF6
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Post by ScottyGEE »

My skin's nearly done :D
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Post by Pyroman »

ScottyGEE wrote:My skin's nearly done :D
Yes. You're entering and I get to judge it...I swear I'll judge fair... :wink: :?
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Post by ScottyGEE »

Else perma ban...I should setup that opinion forum eh?
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Post by Phaile »

Scotty, I followed your tutorial step by step on page 3 and whenever I go to look at the map after I FTP it, it still has the original bumps. Any insight on this problem?
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Post by theycallmechad »

Perhaps you didn't internalize the original bump. I would recommend either internalizing it or using a different shader.
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Post by Phaile »

ScottyGEE wrote: well to firstly inject an improper bump map, you need the photoshop nVidia plugin...You have your base texture (the visual one) and either, get a new texture or use the exsisting one and conver it to a normal map (you click on the filters drop down menu and choose the last one, the Nvidia one, the normal map filter)
convert it to a normal, save it as a DXT bitmap (whichever, dxt 3 perhaps?)

Its not really a complicated process, its just my explanation of it that will be confusing.
so:
convert
duplicate
inject
relink
voila
:D
What I did was first I duplicated the bitmap that I planned on creating a new bump map for. Once that was created I opened up photoshop and edited the bitmap as originally planned, then saved it in the correct format(DXT5). After I injected that using Entity I went back into photoshop, which the same bitmap from earlier, and went into the nVidia filter and created a normal map out of it. I saved it as the previous format (DXT5) and then injected it into the duplicated bitmap through Entity. Then I went to the [shad] tag and found the /burial_mounds_wreckage (or whatever it is called that I was looking for) and swapped out where the original bump was to my new bump. I saved and signed the map, followed by a F.T.P. When I went to play the map it loaded perfectly, but the new bumps are not there.
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Post by ScottyGEE »

Did you relink all instances of the bumpmap to the new texture?
there should be two...
For one, I've never used entity for skinning purposes...But from what I read it seems all fine...
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Post by Phaile »

Yeah, I went into the [shad] tag and changed the original bump into the new bump. I also checked an ADI and I changed them both. Unless theres another tag somewhere that I may be missing, or could it possibly be the quality of my television?
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Post by ScottyGEE »

Which area did you apply the new bumps to?
Chances are you can't even see them....Chuck grenades everywhere for the lighting...

Also, did I say I was going to release my skin on the last day? 'Coz mine's ready now =/
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Post by Phaile »

I applied them to the wreckage so chances are they are there just very hard to see. Sorry to be a bother but one more question, how would I go about removing that orange glowing part of wreckage?
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Post by ScottyGEE »

Go into the sbsp, check its dependencies in entity and swap all instances of the wreckage glowy to just the wreckage (or whatever you wish)
I believe there are two instances.
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Post by Phaile »

Alright, thanks for the help.
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Post by CptnNsan0 »

Ok i know im forgetting something. Im doing the bumps so I duplicate a bitmap that is the same type and size and inject the bump into the duplicated bitmap then copy its meta offset over to the original bump. (im doing this in dothalo). what else do i need to do? I didnt really understand your tutorial completly scotty. something about the shaders tag?

edit:
is this a bump. it looks like it here but when you look from the side it looks flat.

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Post by ScottyGEE »

It looks like a bump to me!
You may want to edit it a bit too coz it looks messy...A method that I would use is to: greyscale the original bitmap your going to convert to a normal, up the contrast, then convert to a normal, so that way its not so crazy with its bumpage, as in its only a range of highs and lows not lots of mids...

Bumpmaps don't actually "stick out" of the wall, they kind of make it look like it does though...Wikipedia and other people could give you much better explanations ;)
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Post by Geo »

They just effect the normal, changing the way light reacts to it. I believe...
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Post by CptnNsan0 »

ok and just to let you know thats not my skin i was just testing. alsso how can i make it less shiny? Its way to shiny in my opinion and almost blinds me
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Post by ScottyGEE »

That's the shader you're using...It has a reflection map... Null it out
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Post by shade45 »

Anyone who wants to use proper bump maps in thier skin go here :D
http://forums.halomods.com/viewtopic.php?t=56337
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