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Post by SimtoWreck on Mar 7, 2016 15:44:52 GMT -5
What do you mean?
The Bump shown in that screenshot you have is edited for the Wood slatted retexture they did. Notably when you zoom out, the bump reverts to the Default EA Bump from the original GT Mailbox. This is shown in the post where they uploaded the file. They did the bumpmap correctly from what I'm looking at, which is why I am assuming that it's an issue with the object referencing an EA bump for lower LODs rather than using the new bump.
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Post by eviltiptip on Mar 7, 2016 15:57:42 GMT -5
What do you mean? The Bump shown in that screenshot you have is edited for the Wood slatted retexture they did. Notably when you zoom out, the bump reverts to the Default EA Bump from the original GT Mailbox. This is shown in the post where they uploaded the file. They did the bumpmap correctly from what I'm looking at, which is why I am assuming that it's an issue with the object referencing an EA bump for lower LODs rather than using the new bump. I didn't know there are maps for lower lods, shame we cant see it in studio, anyhows if that's the case then changing the tuning of this object to a tuning from an other object with same function should solve the problem, shouldn't it? Does anyone have more info about maps we cant see in studio warehouse?
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Post by xklaaaaa on Mar 7, 2016 18:17:32 GMT -5
Yeah that is why I was confused because I literally replaced the only bump that I could see but because bumps for lower lod's was showing through I was confused! I even opened the package in S4PE and no other bumps there either... A single object can have more than one bump. You need to reference the bump in the Warehouse to go this route. If you try that and run into questions let me know and I can write a minitutorial showing how. A CAS item is different because the bump is referenced in a different place but objects can have more than one bump per .package. orangemittens sorry to be a pain but I would REALLY love this tutorial because I am still struggling on figuring out how to reference bump maps to recolours!
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Post by andrew on Mar 7, 2016 21:13:13 GMT -5
Hi xklaaaaa , It looks like you edited the bump map but updated only the first mip map. The DDS images that the game uses stores separate smaller versions of the main texture called mip maps to show when zoomed out. I would recommend using .png format since it saves the trouble of having to keep DDS settings straight and it is loss-less so you won't degrade your textures if you save and re-open them like DDS will. Studio will generate the mip maps for you if you use .png.
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Post by orangemittens on Mar 8, 2016 7:23:46 GMT -5
I agree with Andrew that using the .png format is, in most cases, the best way to go. There is no need to use the clunky .dds format if you're using Studio. At this point all you need to do to fix this mailbox is export your bump and spec out of Studio, save them as a .png in your 2D editor, and then import them back in to overwrite the images currently there. That is what I did and in the game the problem is gone: Studio pulls all images an item has into the .package and extra bumps/specs can be viewed in the Warehouse if the item has them. A good example of an item like this would be EA's Lovely Lavender Bush. This plant has a different diffuse image for its lowest 2 LODs and, consequently, different bump and spec as well. These are both editable in the Warehouse. In most cases though, as with this mailbox, EA counts on mip maps to lower render time for the lower LODs. If you don't overwrite the lower mip maps you will see the originals in the game. If you import .dds you need to be sure you have generated these mip maps before importing the image. If you import using .png you don't have to worry about this step.
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