View Full Version : Bumpmapping object ?
Pixelhate
15th Feb 2009, 12:19 PM
It is said in the Wiki that Bump map is possible on deco object - StdMaterial. (not talking about clothes or wall here)
I didn't find more info on it. I don't know existing bump mapped object.
In the mist, here's what I've tried:
In Texture-TXRT
Added custom bump texture:
Cloned existing texture, build Dxt5 to replace, changed in Raw8Bit format, changed name, fixed TGI, referenced in TXMT. Commit and save every possible time.
In TXMT - Properties
Added 4 parameters
- stdMatNormalMapTextureEnabled : true
- stdMatNormalMapTextureAddressingU : tile
- stdMatNormalMapTextureAddressingV : tile
- stdMatNormalMapTextureName: referenced to in game bump (bump-checker-bump) or to custom one.
Sort list, apply&Save.
In TXMT- File List
Added bump file name, fix TGI, apply&Save.
So far,... not working. :(
Is there something wrong or missing ?
I Suspect something has to be done on the MMAT side, but only guessing ...
Insight anyone ?
Numenor
15th Feb 2009, 2:05 PM
Of course this means that your test object doesn't show the bump map, while at the same time a bumpmapped clothing is correctly rendered in your game, right?
Clothings and walls don't have a MMAT anyway, so I'm not sure that there is something like a "switch" that must be activated in the MMAT... Maybe you could try (as a test) to assign the bump map TXTR to the Maxis group 0x1C0532FA, and remove the forced relocation (##0x1c050000!) from the references contained in the TXMT.
Jasana_BugBreeder
15th Feb 2009, 4:37 PM
Existing bumpmapped object is vase on pedestal, for example. There are really few of them :(
Bumpmap is applicable to objects only if it's mesh is bumpmap-enabled. If it's not, any changes with TXMT are useless.
For Maxis object, as a clue of whether object is bumpmap-enabled you can check GMDC, Elements tab - if it contains elements named 'BumpMapNormal', object is likely bumpmap-enabled.
For custom objects, you need to import them either via smd (there's bumpmap-enabling checkbox during import) or via Unimesh (subset's comments should contain 'HasTangentArray:' or something like that).
Pixelhate
15th Feb 2009, 11:21 PM
Numenor - Bumped clothing and walls are showing correctly on my system. No sure exactly of what you suggest but maybe it will be clearer in front of the file. ;)
Jasana - Do you eventually have reference or link to Maxis or custom Bump enabled object ?
Do you think it might be possible to bump-enabled an existing (custom) mesh or a recolour after it has been build ? (no meshing abilities here)
Jasana_BugBreeder
16th Feb 2009, 5:49 AM
Do you eventually have reference or link to Maxis or custom Bump enabled object ?
Maxis - guid 0x8CA69948, cres name sculptureurn_cres.
Custom - all mine, except the first few.
Do you think it might be possible to bump-enabled an existing (custom) mesh or a recolour after it has been build ?Yes, via export / adding comment (if Milkshape) or marking checkbox during import (if smd) / reimport.
With boneless objects, you can use smd in any case, it's faster.
With boned objects, you must use the same method as used for original mesh creation - smd and Unimesh build GMDC differently so using wrong one will mess up bone info.
Pixelhate
17th Feb 2009, 11:22 PM
Thank you for the info, Jasana. But oļ, you're at such high level that opening your files give me vertigo !
It sounds possible to make existing deco object bump-enabled, that's the good news. The bad one is, if I understand right, that bump-enable a recolour without touching the mesh is not an option. :(
And obviously there's a need for a third program..
I would be grateful if you could detail the procedure a bit (for simple boneless object and simple understanding person) with Milkshape or link me to relevant thread, if any. I can work in autonomous mode, it just taking much more time ;).
Jasana_BugBreeder
18th Feb 2009, 7:37 PM
opening your files give me vertigo :anime: well, thanks, but I did started from something, too :)
The bad one is, if I understand right, that bump-enable a recolour without touching the mesh is not an option. Yes, mesh must be modified :(
And obviously there's a need for a third program..For boneless object, 'third program' is just SimPE :) export as smd (the same way you export as obj or 3ds - not extract entire GMDC), import back, there'll be additional dialog - with bone options and bumpmap checkbox. Sometimes that dialog is black - you need to change style in SimPE then, at least it worked earlier. It's really simple :)
I would be grateful if you could detail the procedure a bit (for simple boneless object and simple understanding person) with Milkshape or link me to relevant thread, if any.For Milkshape, the relevant thread would be Unimesh plugins (http://www.modthesims2.com/showthread.php?t=122399), I think, or any Unimesh-related tutorials (in Bodyshop meshing). I don't have Milshape on this notebook so can't give specific tab names :( but, in short, you need to:
- extract entire GMDC from SimPE
- import it to Milkshape via Unimesh
- there'll be tabs on the right - 2nd tab (counting from the left) should have subsets list)
- select each subset one after another, click Comment button, and add
HasTangentArray:
there - in new row, without any quotes or anything
- then export from Milkshape, via Unimesh
- then replace old GMDC in SimPE
Pixelhate
20th Feb 2009, 6:52 PM
Yay !
http://img264.imageshack.us/img264/893/67199809eg6.jpg (http://imageshack.us)
I may use the info you've shared to make a part 5 of the TXMT reference guide, with proper credits, if you agree, of course.
leesester
20th Feb 2009, 7:00 PM
Pixelhate - yes please - I already have the other parts, good guide BTW
Jasana_BugBreeder
20th Feb 2009, 9:53 PM
I may use the info you've shared to make a part 5 of the TXMT reference guide, with proper credits, if you agree, of course.
Sure thing, if you have time and wish so :) BTW credits should go to Skankyboy first of all because he was the first who allowed meshes to be bumpmap-enabled (via smd) :)
Actually, I did wrote a kind of guide a while ago, but in Russian only (http://jasana.narod.ru/Sims2Tutorials/TXMToptions.html) :( when we discussed that matters a while ago, I started to translate it - but only about half of it done, and I don't know when I'll translate the rest :( it has screenshots of TXMT, though, with marks, and Babelfish (http://babelfish.yahoo.com) translates it almost readable (sometimes :)), so if it'll be of any help - feel free to use, or ask for details on particular options I played with.
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