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Question to the graphics designer

PostPosted: Thu Aug 14, 2014 9:36 pm
by NCrawler
Just a quick question to the games graphic designer. I noticed that there is an alpha channel in the texture .xnb files. Is there where you stored your specular map for the graphics?

Re: Question to the graphics designer

PostPosted: Thu Aug 14, 2014 9:47 pm
by rrunnheim
Since we're using both a color and normal texture, the textures are packed as follows
Color : r g b a -- where alpha here is only used for crystal/glass/fencing etc..
Normal : x y z s -- and here is the specular term you were asking about. It's only a global specular (so always white)

Great question!

Re: Question to the graphics designer

PostPosted: Thu Aug 14, 2014 10:14 pm
by still crosshair
We have been trying to make a texture pack but are having trouble imputing in new glass and things like diamonds and crystals. Also lights seem to be a big one that is hard to do.

Re: Question to the graphics designer

PostPosted: Thu Aug 14, 2014 10:20 pm
by Gristmill
Yeah, the normal mapping is gonna get you. GIMP has a normal mapping tool for coverting a texture to a Normal. As far as making it into a normal, turning the texture into a white is high, black is low heightmap image is an easy way to do it at first. Specular is pretty much white = shiny, gray = plasticy and black = dull. Obviously the shades between them are a gradient of those attributes.

Re: Question to the graphics designer

PostPosted: Thu Aug 14, 2014 10:22 pm
by still crosshair
Gristmill wrote:Yeah, the normal mapping is gonna get you. GIMP has a normal mapping tool for coverting a texture to a Normal. As far as making it into a normal, turning the texture into a white is high, black is low heightmap image is an easy way to do it at first. Specular is pretty much white = shiny, gray = plasticy and black = dull. Obviously the shades between them are a gradient of those attributes.


Yea I use Gimp for my normal mapping

Re: Question to the graphics designer

PostPosted: Thu Aug 14, 2014 10:24 pm
by BriarFae
How are light emitting blocks made?

Re: Question to the graphics designer

PostPosted: Thu Aug 14, 2014 10:31 pm
by NCrawler
Gristmill wrote:Yeah, the normal mapping is gonna get you. GIMP has a normal mapping tool for coverting a texture to a Normal. As far as making it into a normal, turning the texture into a white is high, black is low heightmap image is an easy way to do it at first. Specular is pretty much white = shiny, gray = plasticy and black = dull. Obviously the shades between them are a gradient of those attributes.


Yeah, I understand all that it's just that I pull the images out of the .xnb as a .png and .png format treats the alpha layer as a transparency layer thereby screwing the image up. Same for the normal map, especially if there was a specular in the alpha channel. I can fix the texture sheet by flattening it in photoshop and just redoing the transparency but will probably have to redo the normals manually.

I'll send you a 'fixed' texture sheet tomorrow crosshair. May be a day or so on the normals.

Re: Question to the graphics designer

PostPosted: Thu Aug 14, 2014 10:33 pm
by still crosshair
NCrawler wrote:
Gristmill wrote:Yeah, the normal mapping is gonna get you. GIMP has a normal mapping tool for coverting a texture to a Normal. As far as making it into a normal, turning the texture into a white is high, black is low heightmap image is an easy way to do it at first. Specular is pretty much white = shiny, gray = plasticy and black = dull. Obviously the shades between them are a gradient of those attributes.


Yeah, I understand all that it's just that I pull the images out of the .xnb as a .png and .png format treats the alpha layer as a transparency layer thereby screwing the image up. Same for the normal map, especially if there was a specular in the alpha channel. I can fix the texture sheet by flattening it in photoshop and just redoing the transparency but will probably have to redo the normals manually.

I'll send you a 'fixed' texture sheet tomorrow crosshair. May be a day or so on the normals.


Its okay more then half of the textures are modified already so the normal map will also me modified.

Re: Question to the graphics designer

PostPosted: Thu Aug 14, 2014 10:35 pm
by NCrawler
rrunnheim wrote:Since we're using both a color and normal texture, the textures are packed as follows
Color : r g b a -- where alpha here is only used for crystal/glass/fencing etc..
Normal : x y z s -- and here is the specular term you were asking about. It's only a global specular (so always white)

Great question!


Thank you very much! Is there any chance at all that we could get a copy of the original textures and normals? :)

Re: Question to the graphics designer

PostPosted: Thu Aug 14, 2014 10:38 pm
by still crosshair
NCrawler wrote:
rrunnheim wrote:Since we're using both a color and normal texture, the textures are packed as follows
Color : r g b a -- where alpha here is only used for crystal/glass/fencing etc..
Normal : x y z s -- and here is the specular term you were asking about. It's only a global specular (so always white)

Great question!


Thank you very much! Is there any chance at all that we could get a copy of the original textures and normals? :)


Yea especially if they are 2.5.1 or after since I have the feeling we will have to update because of the new blocks.