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Post by annigo on May 13, 2017 8:23:51 GMT -5
Hi guys, is it possible to assign different normal maps and specular maps to the different swatches? I am currently working on a wall set with a blank wall and other walls with different high-level mirrors and would like to pack them as swatches in one file so that it does not become so confusing in the game. For a blank colored wall I don't need structured maps, but with tiles (tile-depht and softy gloss). When I import a normal map or a specular map, it is automatically placed on the other swatches. Is there a special trick to change that?
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Post by orangemittens on May 13, 2017 8:59:53 GMT -5
Hi annigo, it is possible to do this although we don't have a tutorial showing how (no one has ever asked about this before). The easiest way to start would be to clone a wall that already has a bump and specular. In the Warehouse, you can duplicate each of these, renumber them using Studio's hash tool, and then change the swatch reference to the new number in the Material Definition for each wall height. Because walls have three heights, a new bump and spec would need to be added for all three of the heights. If you aren't sure how to do this and are interested in doing it, I can write a tutorial showing the process.
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Post by annigo on May 13, 2017 9:32:56 GMT -5
Oh, that all sounds very good. Thank you very much orangemittens! Something like that in the way I have already thought, however, I'm not even the solution came. I think that I've got it, at least I would breed thereon so long, until everything works. It would also be nice to get a short tutorial, so it would also help other creators if they need it. With Hash Tool do you mean the hash generator in extras, is not it so? I would never have found it myself. : Oh yes, I Know that I must have all maps in 3 different heights, Thank you. :D
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Post by Zelrish on May 13, 2017 16:33:38 GMT -5
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Post by orangemittens on May 13, 2017 17:24:47 GMT -5
Hi annigo, yes I mean the hash generator in extras. I will get a tut on it up as soon as life allows Hi Zelrish, it will work for the CAS specular basically as I talked about above (although easier because you don't have to add three images and hash/add them like you do for walls). I wrote a tutorial that is in the CAS/Pose section that shows how to add a CAS spec to an item that doesn't have one and a similar method can be used to add multiple speculars. The bump and emission map are a bit more complicated because those are referenced in the Geometry resource. You can do it but it's more involved. A good example is the EA vampire eyes. You will see they have a different mesh for each swatch and that allows the use of a custom bump/emission map per swatch.
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Post by lotsallamas on Jan 18, 2022 12:04:05 GMT -5
Hi annigo, it is possible to do this although we don't have a tutorial showing how (no one has ever asked about this before). The easiest way to start would be to clone a wall that already has a bump and specular. In the Warehouse, you can duplicate each of these, renumber them using Studio's hash tool, and then change the swatch reference to the new number in the Material Definition for each wall height. Because walls have three heights, a new bump and spec would need to be added for all three of the heights. If you aren't sure how to do this and are interested in doing it, I can write a tutorial showing the process. Does anyone know if a tutorial ever created for this? I couldn't find one.
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Post by coolerboost on Oct 10, 2023 1:43:44 GMT -5
Hi annigo, it is possible to do this although we don't have a tutorial showing how (no one has ever asked about this before). The easiest way to start would be to clone a wall that already has a bump and specular. In the Warehouse, you can duplicate each of these, renumber them using Studio's hash tool, and then change the swatch reference to the new number in the Material Definition for each wall height. Because walls have three heights, a new bump and spec would need to be added for all three of the heights. If you aren't sure how to do this and are interested in doing it, I can write a tutorial showing the process. Does anyone know if a tutorial ever created for this? I couldn't find one. Not quite a tutorial but I did manage this in CAS: 1. Export the specular for a non-shiny version of the item (I assume this is the default). I usually name it orig_spec.png 2. Import your shiny specular PNG on your shiny swatch 3. Go into the Warehouse and duplicate your shiny spec RLES item with a new hashed instance ID 4. Import the original spec on the duplicate you just made 5. Go into the Warehouse and copy the instance IDs for each spec 6. Go into each CAS part item in the Warehouse and set the Specular instance ID to match either the original spec or the shiny spec as needed 7. Save your file and each swatch should have the correct specular
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