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Post by lotsallamas on Jul 12, 2021 17:44:36 GMT -5
I am trying to create a Normal Map for a wall. My version looks ... nothing like EA's. I created it in PS CC using the normal map filter and then just did the channel mashup and saved as DDS. Am I doing something wrong? Does mine look simply wrong? Also, does it add anything to CC walls? Its pretty time consuming to add these to every swatch. Theirs:
Mine:
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Post by mauvemorn on Jul 13, 2021 10:27:08 GMT -5
Hi. That happens when the alpha channel is not preserved. Make sure you're saving it with DXT5 (or as it is called BC3 in newer versions )
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Post by lotsallamas on Jul 13, 2021 14:24:24 GMT -5
Thanks. I downloaded both of the DDS plugins for PS. When I try to set certain values, I get this error on import. I couldn't find a description of the DDS file configuration for Sims 4. Most tutorials seem to breeze past that point. Does anyone have that? As a photographer, I'm good with PS, but I'm new to game design which seems to be a whole lot more involved.
The Sims 4 Studio - Version 3.1.5.2 System.AggregateException: One or more errors occurred. ---> System.Exception: Calculated image size does not match actual size. at S4Studio.AMDCompress.AMD2Bitmap(AMD_TC_Texture destTexture) at S4Studio.AMDCompress.DecompressImage(Stream stream, Boolean fast) at S4Studio.AMDCompress.DecompressImage(Byte[] buffer, Boolean fast) at S4Studio.TC.ConvertData(String src_ext, String dest_ext, Byte[] convert_d, Boolean requiresAlpha) at S4Studio.ViewModels.BuildBuy.WallTextureBase.Import(String file) at S4Studio.ViewModels.BuildBuy.WallSwatchContent.<>c__DisplayClass4_0.<ExecuteImportTexture>b__0() at System.Threading.Tasks.Task.InnerInvoke() at System.Threading.Tasks.Task.Execute() --- End of inner exception stack trace --- ---> (Inner Exception #0) System.Exception: Calculated image size does not match actual size. at S4Studio.AMDCompress.AMD2Bitmap(AMD_TC_Texture destTexture) at S4Studio.AMDCompress.DecompressImage(Stream stream, Boolean fast) at S4Studio.AMDCompress.DecompressImage(Byte[] buffer, Boolean fast) at S4Studio.TC.ConvertData(String src_ext, String dest_ext, Byte[] convert_d, Boolean requiresAlpha) at S4Studio.ViewModels.BuildBuy.WallTextureBase.Import(String file) at S4Studio.ViewModels.BuildBuy.WallSwatchContent.<>c__DisplayClass4_0.<ExecuteImportTexture>b__0() at System.Threading.Tasks.Task.InnerInvoke() at System.Threading.Tasks.Task.Execute()<---
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Post by mauvemorn on Jul 14, 2021 17:43:44 GMT -5
make sure the size is the same as the original. Save with alpha interpolated ( DXT5 or BC3 ). Generate mipmaps. If won't work, share the package file please
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Post by lotsallamas on Jul 15, 2021 17:08:06 GMT -5
Okay, tried it again and got the same result. I made sure to follow the recommended settings on Syboulette's video linked on this site. I tried looking at this side by side with the same wallpaper generated from a base game package that has no normal or specular maps and I can't see any differences between the two. That may be by design and just that maps don't have much of an impact on wall shading. I put the package up on my GDrive. I only added the map to the short wall. I left the default maps on the medium and tall walls. Let me know if you cannot access the file. Test Package
For contrast, here is the package without any normal/specular maps based on the martian soil base game wall. link
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Post by mauvemorn on Jul 16, 2021 9:43:37 GMT -5
That may be by design and just that maps don't have much of an impact on wall shading. Those maps do have an effect, but it is visible only on the highest graphic settings
Yeah, the alpha channel is not preserved for some reason. Are you saving it using photoshop dds feature or a nvidia plugin? If the latter, does it look like this?
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Post by freeasabird on Jul 17, 2021 13:02:18 GMT -5
Don't know if this will help but when I make Bump and specular maps I use the setting below. I only use the option above for the object textures.
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Post by au3drey on Jul 18, 2021 6:50:42 GMT -5
Hi, I took a look at your file and it seems your alpha channel is just white? For creating the bump/normal map you want to copy your red channel into your alpha. After that you copy the green channel and paste that in both the red and the blue channel. If all is done then you save your file as a dds (dxt5 or BC3). Always reopen the file you just saved, without closing the file you just worked on, to check if the alpha is saved. Sometimes it doesn't save it and makes it white. If that's the case copy the alpha again from the work file and paste it into the new file, this will then save correctly. I had this happen to me before too, not sure what causes it :-[ Here is the package back with the normal map :D drive.google.com/file/d/107KKZxfahD2y1kr1mzQeOlTDl9tSYPNB/view?usp=sharingHope this helped :D
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Post by lotsallamas on Jul 18, 2021 14:11:01 GMT -5
There is something strange going on! FIRST ISSUE: I seem to have a different NVidia tool than you all do. I can't find the version I see in your screenshots above. I have the current 2021 version released by NVidia which is named NVIDA Texture Tools Exporter (OpenGL). I don't have a DTX format in this version, so I used BC3 interpolated. I also found that I have to set MIPS to 9 and select both Alpha and Color for it to work. SECOND ISSUEWhen I try to use the 3D panel to create the map, it turns my image into a circle. What am I don't wrong? I've tried it from a flattened PSD of my original image. I've tried it from various other format as well. Same result each time. Here are the screen shots in order. Hardware and graphics preferences:GPU: Asus GTX 1080 Ti (4GB) over DVI-I. Monitor: NEC W-P221-BK Multi-sync Wide Gamut (hence the DVI connection)Advanced Settings: I've tried Basic, Normal and Advanced. Steps to Reproduce the IssueI manually create the normal map in the 3D menu: > Click Create > Click Normal >> Generate Normals from Base Color > The result :( Using the Normal Map filter works, but no granular controls. THIRD ISSUE
After I apply any 3D settings at all, the next attempt results in a GPU error and I must restart PS in order to make another 3D change. NOTE: Use Graphics Processor is enabled.
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Post by mauvemorn on Jul 18, 2021 14:16:08 GMT -5
We just have an older version of the plugin. Your settings are correct, I think, it’s bc3 with generated mipmaps. Save the file and reopen it. If the alpha channel turns white, there must be something else in the settings that is wrong (or the plugin itself). To my knowledge, you do not need the nvidia plugin to save dds in the latest versions of photoshop If the alpha channel is present, import it in s4s. If the map is darker than the original maxis map, then there must be something with s4s. Make sure you have the latest version
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Post by lotsallamas on Jul 18, 2021 14:45:47 GMT -5
We just have an older version of the plugin. Your settings are correct, I think, it’s bc3 with generated mipmaps. Save the file and reopen it. If the alpha channel turns white, there must be something else in the settings that is wrong (or the plugin itself). To my knowledge, you do not need the nvidia plugin to save dds in the latest versions of photoshop If the alpha channel is present, import it in s4s. If the map is darker than the original maxis map, then there must be something with s4s. Make sure you have the latest version PS CC 2021 does not have a DDS native format option, so a plugin is still needed. I added more to my thread above showing the other two issues.
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Post by mauvemorn on Jul 18, 2021 14:52:40 GMT -5
Well, we cannot really be much of help with photoshop-related issues. We can help with the process of creating maps since that’s something all of us do, but if what works for us does not work for you, it is best to seek help at the photoshop-themed forums. There more people competent on the subject will be able to see your post.
edit: wait, why do you have “sphere” selected in the first step
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Post by lotsallamas on Jul 18, 2021 15:00:36 GMT -5
Well, we cannot really be much of help with photoshop-related issues. We can help with the process of creating maps since that’s something all of us do, but if what works for us does not work for you, it is best to seek help at the photoshop-themed forums. There more people competent on the subject will be able to see your post. edit: wait, why do you have “sphere” selected in the first step I totally get it. I was hoping maybe I had something obviously wrong in my config that folks here may have seen before. I selected sphere because the blogs I've read all say it doesn't matter what you select here and most of them use sphere. But on their videos and screen shots, it doesn't turn their layer into a spherical shape like it does on mine. I'm probably doing something dumb.
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Post by Fwecka (Lolabellesims) on Jul 19, 2021 1:08:27 GMT -5
Here's a bunch of DDS plugins. I use version 8.55. These plugins were not updated for years, so version 8.55 is from like 2013 or something. Then, they recently updated to a 2021 version. That version made Photoshop lag like crazy for me so I opted for the older version. There is also a DDS plugin made by Intel, as well. I think I have it saved so I can send you a link if you need the Intel plugin. When it comes to making bump maps I use Normal Map Online. I've tried using Photoshop to make a bump map but always, always, Photoshop would crash. No idea why. Anyway, you just desaturate your diffuse, save it as a PNG, use Normal Map Online, play around with the settings, then download the resulting PNG. Open that PNG in Photoshop, make an alpha channel, copy/paste the red channel to the alpha channel, then copy/paste the green channel to the red and blue channels. Save as DDS using DXT 5 Interpolated Alpha. Make sure "generate mipmaps" is selected. Boom. Done. This is how I do it, anyway. Edit: I use Photoshop 2018. I had an issue as well a couple of years ago where Photoshop was not preserving the alpha channel even though the alpha channel was not pure black--If your alpha channel is pure black and you save the image and then reopen it, PS won't display the alpha channel. I think it's a bug/feature with the DDS plugin. Anyway, in the other case, my alpha channel was not pure black but Photoshop was not preserving the alpha. Always, I had to reopen the file and redo the alpha a 2nd time to get PS to preserve the alpha. I recently had to reinstall PS 2018. I've never had that problem since. For what it's worth...
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