I've mainly used ModelConverterX as my "viewer" while doing repaints. I read here on the forum (I don't recall the name of the thread) that the bump map process can be done in ModelConverterX. Is a tutorial that explains all the steps-to-end-results?
But you still need to use a plugin to PS, Gimp or the like to get from height map to normal map. What the texture converter does is to make it FS compatible "RedInAlpha" type. Saves typing that CMD command in the DOS window. That ModelConverterX is truly a great program, thanks to Arno for that
I'm in process of experimenting with nVidia tools. Normal/bump maps. I managed to run one through and it displayed as intended, just WAY too bumped! It's a start. Knowledge is key. And more experiments. :isadizzy:
I have been experimenting a bit too with ModelConverterX' texture converter. Below are my normal settings for creating a normal map using PS and the NVIDIA normal map filter: View attachment 75542
Brighter parts of the height map (grayscale master) should display elevated in the RGB channels of an FSX converted flipped dds normal map. It does not. Brighter parts gets recessed. Alpha channel displays correctly, recessed when flipped. I tried setting the Scale setting to '-1' and this resulted in the RGB displaying correctly and the Alpha being incorrect.
What are the NVIDIA Normal Map Filter settings for getting Arno's great gadget to work?
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