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| Texture Type Overview; A guide for starters and other useful stuff.... | |
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| Tweet Topic Started: Aug 7 2017, 12:37 AM (1,471 Views) | |
| Noble Swordsman | Aug 7 2017, 12:37 AM Post #1 |
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Right now I don't have the permission to create threads in the tutorial section, so I'll do it here. This thread should serve as small guide for starters. Epecially for people who are like I was as I knew absolute nothing on textures. So here we go: - Texture File Types - These are the known types in Devil May Cry 4: Special Edition: 3 main types: xNameX_BM.tex - Diffusion Map xNameX_MM.tex - Specular Map xNameX_NM.tex - Normal Map and a special type: xNameX_TM.tex - Emissive Map The last 2 or 3 letters in the filer name are indicating the texture type. - Texture Types - I'll use Vergil's coat textures as an example: - Diffuse Maps - A diffuse map is a texture that defines a surface's main colour. This is what you will perceive as a "main texture", as it is the one that draws it's immediate attention to the eye. In games a Diffuse Map usually means the color texture. Also called an Albedo map. This map generally only represents the base colors. If diffuse is the only map being used, light, shadow and highlights can be used to simulate the effects of more complex shaders. In such shaders, less to no lighting information is present in the diffuse, because those effects come from the contribution of other map types, such as Specular maps and/or Normal maps. pl030_coat_BM.dds is the files name. With the FluffyQuack's ARCtool you can extract .tex files to get .dds files. While extracting the tool will also generate a .txt file. This file shows some information about the data:
Important is here the information "DDSFormat=DXT1". This indicates the compression type. But I will get into that later. - Specular Color Map - A texture that controls the intensity/color of the specular highlights from real-time lights. Usually a specular map simply controls the brightness of the highlights, at a per-pixel level. If the shader supports RGB the specular map can be used to colorize specular highlights, useful for surfaces that have more complex reflective properties like metals, beetle shells, etc. Sometimes a shader will also support per-pixel control for the width or power of the specular highlights, this is often called the Specular gloss map. This is the extracted information from pl030_coat_MM.tex:
- Normal Map - A normal map is commonly used to fake high-resolution details on a low-resolution model. Each pixel of the map stores the surface slope of the original high-res mesh at that point. This creates the illusion of more surface detail or better curvature. However, the silhouette of the model doesn't change. This is the extracted information from pl030_coat_NM.tex:
The following type is less common and more special: - Emissive Map - A texture that receives no lighting, so the pixels are shown at full intensity. Also called a Fullbright Map, Glow Map, Incandescence Map, or Self-Illumination Map. This is used for a glow in the dark effect, but does not emit light onto adjacent surfaces. This can be used alongside a Diffuse map to add a glow effect, such as magic runes on a sword or the heated material on a torch. This is the extracted information from pl032_body_TM.tex:
- Unknown Types - - Unkown Type 1 - The following texture is from Vergil DMC3 Devil Trigger: The files name is pl032_body_CMM.tex.
- Unkown Type 2 - This file has been extracted from main02_NOMIP.tex.
These types are currently not known to me. So if anyone know what kind of type these are, then let me know an I will update this post as soon as possible. - Compression Types - - DirectDraw Surface - The DirectDraw Surface container file format (uses the filename extension DDS), is a Microsoft format for storing data compressed with the proprietary S3 Texture Compression (S3TC) algorithm, which can be decompressed in hardware by GPUs. This makes the format useful for storing graphical textures and cubic environment maps as a data file, both compressed and uncompressed. The Microsoft Windows file extension for this data format is ".dds". You can open .dds files in Photoshop with NVIDIA DDS plug-in or Intel Texture Works Plugin. Devil May Cry 4: Special Edition works with different kind of compressions: - DXT1 and DXT 5 - These are mostly used with Diffuse Maps in BM textures. DXT5 is for images or textures with alpha channel (transparent elements or backrounds). CMM files are also using this type of compression. DXT1 is also known as BC1. DXT5 is also known as BC3. - ATI1 or BC4 - These are used with gray scale Specular Maps in MM and TM texture files. - 3Dc/ATI2 or BC5 - These are used with Normal Maps in NM texture files. - RGBA - This type of compression is used in files like those for the weapon icons. One example is Dante's main02_NOMIP.tex file. - Tools - - ARC Tool - FluffyQuack's ARCtool - Plugins for Photoshop - NVIDIA DDS plug-in Intel Texture Works Plugin. - Texture Generators - AwesomeBump CrazyBump InsaneBump - Other Tools - The Compressonator - Useful Links - DMC4SE Editing Textures Tutorial Basic Creating specular map – photoshop tutorial Creating bump maps – photoshop tutorial - Sources - https://en.wikipedia.org/wiki/S3_Texture_Compression http://wiki.polycount.com/wiki/Category:TextureTypes http://wiki.splashdamage.com/index.php/Category:Textures Edited by Noble Swordsman, Aug 7 2017, 08:14 PM.
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| Trevyler | Aug 7 2017, 05:19 AM Post #2 |
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Nice man. This'll be helpful to have for DMC4SE since most newer people won't go look in the original DMC4 knowledge base to find this information. |
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Remember that a sword held by someone who is about to die...will never be able to protect anything. My YouTube Channel | |
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| xel.ser | Aug 7 2017, 06:37 AM Post #3 |
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too bad i lost all my resources |
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| Trevyler | Aug 7 2017, 09:16 AM Post #4 |
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What do you mean? |
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Remember that a sword held by someone who is about to die...will never be able to protect anything. My YouTube Channel | |
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| mazinilya | Aug 7 2017, 06:35 PM Post #5 |
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I found a video how to get the texture all done as a video but the file that he opened in Photoshop does not open, I write the wrong format https://www.youtube.com/watch?v=OwFvasNY9og |
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| Noble Swordsman | Aug 7 2017, 06:46 PM Post #6 |
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Thanks. I guess the thing is that some of the information is pretty outdated and mostly all over the place. That makes it hard to start. It would be good if we can build a good organized documentation, even for basic stuff.Modeling for example is an area that is lacking. But the problem is not only incomplete documentation. It's also a matter of having the correct tools. Using the old MT Framework script on a newer version of 3ds Max ist pretty useless due to bad compatibility. And the newer script lacks an export function. But that is another thing... Anyway, I hope this small guide helps for getting some texture work started.
Thanks, but the video is already linked.
Edited by Noble Swordsman, Aug 7 2017, 06:50 PM.
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| mazinilya | Aug 7 2017, 07:14 PM Post #7 |
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And what should I do with an error if I want to pull out the texture and repaint it but it does not get pulled out and does not open through addode photoshop |
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| Noble Swordsman | Aug 7 2017, 07:19 PM Post #8 |
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Do I get it right? You can't extract a texture from a .tex file? |
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| mazinilya | Aug 7 2017, 07:30 PM Post #9 |
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Yes after I did everything appeared 2 files 3 original
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| Noble Swordsman | Aug 7 2017, 07:37 PM Post #10 |
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You have to open the .dds file in Photoshop. If you can't then you have to install NVIDIA DDS plug-in or Intel Texture Works Plugin. Be sure to install a 64-bit version if you use a 64-bit Photoshop. Or 32-bit for a 32-bit version of Phtoshop. |
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I guess the thing is that some of the information is pretty outdated and mostly all over the place. That makes it hard to start. It would be good if we can build a good organized documentation, even for basic stuff.
2:19 PM Jul 11