tatu wrote:
IIRC the SWPext have issues and export the bumpmaps with some lines in them? However, you can use the GUIApp from CE and export textures along with the bumpmaps.

The idea is not to export them as bumpmaps (that's why in the process they get those lines), but the raw data, and then convert THAT into a regular normal map...
Isolt wrote:
Hi machf.
I've done all of beach textures so that I could test it.
Last night I combined the textures from all the levels to avoid double ups. There was a note in the GUI app about having different textures with the same name in different levels. I went through them as I combined them but didn't notice any. Does anyone know of any exceptions? There are thousands of files and I may have overlooked some.
Nice amount of work that must have been...
The thing is, different levels use different palettes, for optimization reasons. So, what was originally the same 24-bit RGB texture in the source 3DS MAX files, may have been converted to 8-bit using a certain palette when exporting it for level A, and a different palette when exporting it for level B. And since the downconversion from 16 million colors to 256 colors just uses the "nearest color match" approach, they end up looking different.
Then there's the issue that, internally, Trespasser stores the texture names as CRC-32 hashes, and from a certain version onwards (at least Build 55), the hash is applied not just to the name itself but to the float Diffuse value appended to it... and when different objects with different Diffuse values use the same texture, it's actually stored twice for that reason, even if it's identical.
Quote:
For my beach test I didn't upscale the normal maps, or even use the ones extracted along with the textures. Would those benefit from up-scaling?
Maybe, but let's wait until after we've generated the standard normal maps...
And I'm not really sure the same process would apply, since normal maps, even though they are stored as 24-bit RGB pictures, aren't really color pictures, just data that is stored as color pictures for convenience (X, Y and Z stored as the R, G and B values, I think, or maybe B, G and R).
Quote:
I know ground textures aren't applied in CE so I won't do these. How do I identify them?
They usually have names that begin with "Trn", "TrnObj", or sometimes, "T" (or both: "TTrnObj")
Quote:
"TGrass05t2" looks like a good candidate, what about things like "TBchClff30t2" and "TgiantBoulder01t2"
Unfortunately, the Giant Boulder isn't a terrain feature, but a regular object...
Quote:
Would imposter sprites would benefit from up scaling, or are the new draw distances so good it's not necessary?
Imposter sprites are generated on the fly; I think you may mean the LoD meshes. And they sometimes use the same textures as the regular meshes.