I know, Bill. I should have made it a video tutorial... It's easier than it reads. And you only have to create this filter once. After that, it's a matter of loading a heightmap and exporting your .DDS to the sim (no imagetool). I actually use MapZone to create a standard normal map for the 3D-viewport while modelling. If I had to flatten and generate it via NVIDIA-plugin to check on every little change in the texture, I would spend most of my time doing just that. The cool thing about mapzone is that you can actually create a texture set from and linked to your workfiles that updates your final textures in a one-click process. I will complete the tut on that point (and maybe append the filter-file for the lazy reader...).Interesting, but this is supposed to be "easier" than using the nVidia plugin?
Oh, but I like to spank people!And for the little plus, the MapZone normal maps are more accurate, lines are thinner (2 vs. 3 pixels NVIDIA) and overall less blurry... Don't take my word on that, give it a try and compare. I know I am "detailverliebt", don't spank me for that
You're welcome, sir. I'm just learning it myself...Oh, but I like to spank people!
Thanks for the expanded explanation, Felix. Sigh, now I have yet another tool to learn and try out...
Getting more control is what triggered my quest, too. There is another prominent tool for normal maps only, called Crazybump ($ 20 I think...) which would be excellent if pixel resolution wasn't so crucial to FSX texturing... Forget about thin panel lines with that one...Thanks for that, I was looking for something with a bit more control than the Nvidia plugin, and this does a great job.