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I have created bumpmaps using Corel and they worked fine. Greyscale image in 24 bit rgb format, save the red channel as alpha, floodfill red with black and blue with white, invert green and then open the coloured image in DXTBmp and add the previously saved red channel as alpha.
I understand the FSX convention - green channel and red channel for height info.
It all worked beautifully.
Something has happened, has been forgotten, I don't know what, but suddenly any bumpmaps I create seem to remove the smoothing from the model in FSX. Here's an original and a modified Texan cowling... (attachment). You can see othe two left hand images, that the cowling is smooth (uses the given bumpmaps) and the two righthand images are showing the facets around the front of the cowling.
Now I am getting myself all in a tizz
In Corel I exported the red channel as a separate bitmap to save as the alpha channel for later insertion into the dds via DXTBmp. It looked exactly like the way FSX bumpmaps look when opened in DXTBmp and ImageTool - a grey bitmap with a slightly shifted set of lines and rivets. The diffuse image is that typical blue hued image. It always used to work
I have recently installed both GIMP and Photoshop Elements - both support the nVidia normal map plugin (although PSE does not support alpha channels). But apparently you can't export these nVidia normal mapped images with an alpha channel - that is greyed out in the various options windows prior to saving. When I go to alpha channel in GIMP it is black and the help files go on about masking. The WIKI here simply says:
Because of the way the shaders have been written for FSX you can not use the normal map you just created directly. You will have to do some modifications to it. Failing to do so will result in a unrealistic view of your model.
Here are the steps you need to take:
Copy the content of the red channel to the alpha channel
Make the red channel black
Invert the green channel
Make the blue channel white
The image on the right shows the resulting normal map for FSX.
OK, Got all that and I can create my flattened 24bit greyscale texture, modify with the nVidia plugin... But HOW do I get the red channel into alpha? Whenever I try saving as dds, all that happens is that the purpley coloured image is saved and there is no alpha.
One of the programs must be affecting my diy bumpmaps so something has changed somewhen. I definitely could create bumps in the past without my method "killing" the model's smoothing. I have even successfully created different cube maps and I have even edited bump maps so that I even got multi-directional light and shade when the developer puts both sides of a fuselage on the same sheet, but flipped (aerosoft twotter rear fuselage for one, and the Cataline for another.
So to recap the main question - why are "self-made" bumpmaps now suddenly causing facetting on FS aircraft in sim? What's changed? What have I forgotten? Can I add alpha using Image Tool? (you can in DXTBmp)
OR is it something completely different that causes mdl smoothing to fail?
I understand the FSX convention - green channel and red channel for height info.
It all worked beautifully.
Something has happened, has been forgotten, I don't know what, but suddenly any bumpmaps I create seem to remove the smoothing from the model in FSX. Here's an original and a modified Texan cowling... (attachment). You can see othe two left hand images, that the cowling is smooth (uses the given bumpmaps) and the two righthand images are showing the facets around the front of the cowling.
Now I am getting myself all in a tizz
In Corel I exported the red channel as a separate bitmap to save as the alpha channel for later insertion into the dds via DXTBmp. It looked exactly like the way FSX bumpmaps look when opened in DXTBmp and ImageTool - a grey bitmap with a slightly shifted set of lines and rivets. The diffuse image is that typical blue hued image. It always used to work
I have recently installed both GIMP and Photoshop Elements - both support the nVidia normal map plugin (although PSE does not support alpha channels). But apparently you can't export these nVidia normal mapped images with an alpha channel - that is greyed out in the various options windows prior to saving. When I go to alpha channel in GIMP it is black and the help files go on about masking. The WIKI here simply says:
Because of the way the shaders have been written for FSX you can not use the normal map you just created directly. You will have to do some modifications to it. Failing to do so will result in a unrealistic view of your model.
Here are the steps you need to take:
Copy the content of the red channel to the alpha channel
Make the red channel black
Invert the green channel
Make the blue channel white
The image on the right shows the resulting normal map for FSX.
OK, Got all that and I can create my flattened 24bit greyscale texture, modify with the nVidia plugin... But HOW do I get the red channel into alpha? Whenever I try saving as dds, all that happens is that the purpley coloured image is saved and there is no alpha.
One of the programs must be affecting my diy bumpmaps so something has changed somewhen. I definitely could create bumps in the past without my method "killing" the model's smoothing. I have even successfully created different cube maps and I have even edited bump maps so that I even got multi-directional light and shade when the developer puts both sides of a fuselage on the same sheet, but flipped (aerosoft twotter rear fuselage for one, and the Cataline for another.
So to recap the main question - why are "self-made" bumpmaps now suddenly causing facetting on FS aircraft in sim? What's changed? What have I forgotten? Can I add alpha using Image Tool? (you can in DXTBmp)
OR is it something completely different that causes mdl smoothing to fail?
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