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 Skin texture's 
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xpadmin wrote:
Textures larger than 2048x2048 can cause performance issues on some Graphics cards.

But there is no restriction software wise to it.

Ooooooo, that's interesting!
I think 8K would be far too much
but maybe 4K could be feasable?

I's this the same for clothing?

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Wed Feb 18, 2015 5:21 pm
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Yes there should be no restrictions to maximum texture size.


Wed Feb 18, 2015 5:53 pm
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Xpadmin, i was going tomess aot wth the bump extures but im having some trouble.

No matter what i do i end up with visual error's, even just loading it up and saving it unchanged.
Any ideas?

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Thu Feb 19, 2015 8:07 pm
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What tool are you using for the textures to save in .dds format?

You need to save them with alpha channel.

I added the textures uncompressed to the tutorial pack.

Under: 3. Advanced Modding -> 4.Creating character skin maps

* Uploading now, so download in about 1 hour.


Thu Feb 19, 2015 8:25 pm
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xpadmin wrote:
What tool are you using for the textures to save in .dds format?

You need to save them with alpha channel.

I added the textures uncompressed to the tutorial pack.

Under: 3. Advanced Modding -> 4.Creating character skin maps

* Uploading now, so download in about 1 hour.


Well now im confused!
The bump maps is saved as a .PNG file!
"bump_all.png" freshly extracted.

If i open it and save it as .dds do you think t would work?

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Thu Feb 19, 2015 9:15 pm
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The file "bump_all.jpg" is the file in question.
It is not in .DDS for like all other files surrounding it.

If you load it up into a image editor and save it (unchanged), it becomes corrupt and broken in-game.

Changing the file to .DDS format vie an editor, causes the game to CTD.

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Fri Feb 20, 2015 2:15 pm
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I have some questions regarding the PNG texture files:

The wiki says:

The character skin maps can be found in the 'Tutorial resource pack'.

Use e.g. SuperPNG plugin in Photoshop to open the 4 channel PNG files.

Save 4 channel PNG files to DXT5 (with alpha channel).

Skin color maps are 4 channel .PNG files. The 4th channel is the specular map. To be used they need to be compressed to DXT5 .DDS file.

Question: Where are the files in the resource kit? I see some body_all.png but some appear empty also the 4 channels I see are r,g,b,rgb


Also I see this in changing textures portion of the wiki:

XStoryPlayer bump/displacement/normal textures are not in the .dds file format because that results in artifacts due to its normalized nature.

Question: Bump and normal and displacement are separate maps? I was under the impression they were the same thing. Aare other maps supported? eg. reflection, transparency, specular..


Sat Feb 21, 2015 3:44 pm
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@aacewin

>> Question: Bump and normal and displacement are separate maps?I was under the impression they were the same thing.
In most cases we use a height map. From that height map a normal (bump) map is derived by the engine when using it.
Height maps allow for easy manipulation so that is why we use them (makes modding easier). This is why the texture has to be a 1 channel image.
When it is a 3 channel rgb image the software thinks its a normal map. So they can also be used directly instead of the height map.

>> Aare other maps supported? eg. reflection, transparency, specular..
Yes, when an color image is 4 channels the default is that the 4-th channel is the transparency. But by setting
Code:
color_w_type = SPEC;
in the shader (.ini file) it uses the 4-th channel as specular. You can also use a separate reflection file. Most metallic objects use them.


Sat Feb 28, 2015 11:08 am
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so any further progressions been made?


Wed Nov 02, 2016 9:15 pm
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