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Quake 4 mods for dummies - Guilfoyle E.

Guilfoyle E. Quake 4 mods for dummies - Wiley publishing , 2006. - 411 p.
ISBN-13: 978-0-470-03746-1
Download (direct link): quake4modsfordumm2006.pdf
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Now that you’re ready to create your normal map, it’s time to tell Photoshop what parts of the image will stick out, lie flat, or stick in. Like the specular map you just created, you define these different aspects of the image by using white, black, and shades of gray. White defines the areas that stick out, such as the bricks, and black defines the areas that stick in, like the grout. You do all this by using the color-selecting tool in Photoshop.
1. Open the color selector by choosing SelectOColor Range.
2. In the image, select the group with your eyedropper.
Starting with the grout is easiest because it’s mostly solid color.
3. Turn the Fuzziness down to 100 using the slider near the top of the window because you want to select only the white and no more than that. Then, when you have what looks like Figure 15-19, press OK to make your selection.
This selection that you just made is going to be sticking in on the texture. Therefore it will be defined with the fill color of black.
4. Create a new layer in the Layers tab in Photoshop. Choose EditOFill, select Black as the Use color, and then press OK to apply the color fill to the new layer.
The rest of the image is going to be sticking out, and there won’t be any in-between part of the image that lies flat.
Chapter 15: Creating Custom Textures 267
Figure 15-19:
Select the white color in the grout between your bricks.
5. Select the Background layer in the Layers tab and create another new layer. Deselect everything by pressing Ctrl+D. Then fill the new layer with white by choosing EditOFill and applying White as the Use color.
The result looks like Figure 15-20.
Now for the NVIDIA filter that you installed earlier. In order to use this filter, you need to combine all of your layers into one layer. In Photoshop, this is called flattening.
6. Choose LayerOFlatten Image.
All your layers are combined into a single layer. Now you can apply the NVIDIA filter.
7. Choose FilterONVIDIA ToolsONormalMapFilter.
A dialog box opens. There are a lot of options in this tool, and for this filter to work with the game it’s important that you set them correctly. As shown in Figure 15-21, there are three columns of options, and you should set them as follows.
a. The first column of options should be left all deselected.
268 Part IV: Going Beyond the Basics
Figure 15-20:
Apply color information: White represents what sticks out and black what sticks in.
b. In the second column, select a Filter Type of 4 Sample because this is a required option for the game. Also select the Wrap check box because this image is a tileable image that can be wrapped. Your MinZ should be set to 0, indicating that your lowest height value
is 0, and your Scale set to 16. (I explain the Scale in more detail shortly.) Select the check box for Animate Light because this helps display your changes in the 3D Preview.
c. In the third column, select Average RGB, which should be the only available option. Do not select any of the Alternative Conversions. Then select an Alpha Field of Height.
You might want to experiment with the Scale option. This setting adjusts how much bumping will occur with your image. The lower the number, the less of a bumping effect your image will have. I suggested that you set this to 16, but you can try other values. Play with the number if you want, and then press the 3D Preview button to see what it might look like in the game.
8. When you’re ready, press OK to apply the filter changes to your image.
When you do, your image turns to a mostly blue color, something like Figure 15-22. (Trust me, it’s blue.) This is typical because the normal map uses color information to create the effect of bumpiness. This is
Chapter 15: Creating Custom Textures 269
Figure 15-21:
The NVIDIA Normal Map Filter.
Figure 15-22:
Apply the filter changes to your normal map. It will look blue in color.
your height map, and other than requiring a resize and save, it’s ready for the game.
270 Part IV: Going Beyond the Basics
9. Resize the image to 256 pixels in height and width. Then save the image in your custom textures folder as brick_local.tga.
Creating a normal map without the filter
If you can’t use the Photoshop plugin detailed above, then there is another option. ATI has released a tool called Normal Map Generator, which I have included on the media in the back of the book as well. This image converter is not as precise and doesn’t offer many options as the Photoshop plugin from NVIDIA, but it gets the job done.
To install this alternative tool, follow these steps:
1. Open the file from the media, NormalMapGenerator.zip and extract the contents of this file to any folder on your hard drive.
2. Using Windows File Explorer, locate the files you extracted from
NormalMapGenerator.zip and run the file TGAtoDOT3.exe.
When it’s running, it prompts you to select a TGA image file.
3. Select the file you just saved in Photoshop titled brick_local_pre.tga and press Open.
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