3DMGAME 3DM首页 新闻中心 前瞻 | 评测 游戏库 热门 | 最新 攻略中心 攻略 | 秘籍 下载中心 游戏 | 汉化 购买正版 论坛

注册 登录

QQ登录

只需一步,快速开始

查看: 2830|回复: 2
打印 上一主题 下一主题

[分享] 在国外看到一教程。。。精彩得很,转帖让大家看看。。。

[复制链接]

4

主题

309

帖子

492

积分

高级玩家

Rank: 4

贡献度
61
金元
2483
积分
492
精华
0
注册时间
2008-7-1
跳转到指定楼层
主题
发表于 2010-12-17 01:35 | 只看该作者 回帖奖励 |倒序浏览 |阅读模式
这篇文章是介绍如何制作视差映射贴图,有兴趣的童鞋大家过来看看。。。

原文地址:http://wiki.crymod.com/index.php/Creating_Parallax_Occlusion_Map_(POM)_Textures

About
AuthorSkyplass
Skill LevelAdvanced
CompatibilityAll
RequirementsPhotoshop, CryTif Plugin from the ModSDK,
Nvidia DDS Plugin, Sandbox2, CrazyBump
Date Added26/07/2009
Last Modified26/06/2010
Contents [hide]


Introduction

The following tutorial guides you through the process of creating a Parallax Occlusion Map, for use in CryEngine levels.



Tutorial

We will use a standard (But resized to a size of 512x512) Crysis texture as an example.

[url=http://wiki.crymod.com/index.php/Imageomtut1.jpg]
[/url]


Displacement & Normal maps

Open the texture file in Crazybump and create displacement and normal maps. Save them to a place you will remember.


Saving to .dds

Open up the texture file (in this case the crysis example given above) And save it as a .dds, using the Nvidia dds Plugin with the following settings.

[url=http://wiki.crymod.com/index.php/Imageomtut.jpg]
[/url]


Editing in CrazyBump

Open both the normal map and displacement map we created using CrazyBump. In the Displacement file window, select everything (Ctrl/Strg+ A) and copy it (Ctrl/Strg+C). Next, select alpha channel layer of the normal map and paste into here (Ctrl/Strg+V).


Saving to CryTif

You now need to save this file as in CryTif format, using the photoshop plugin (Installation Instructions) with the following settings.

[url=http://wiki.crymod.com/index.php/Imageomtut3.jpg]
[/url]


Note

Due to a bug in the CryTif plugin, the generated bumpmap texture file may be unreadable by the sandbox. To solve this, simply regenerate it until the Sandbox recognizes it. Also, remember: If you change the bumpmap, the bump info is lost. To fix this problem, save your work and restart the editor.


Creating the .mtl file

Open notepad and paste the following text in, and remember to write your texture filename where indicated below:

<Material MtlFlags="45" Shader="Terrain.Layer" GenMask="402657284" SurfaceType="Test" Diffuse="1,1,1" Specular="0,0,0" Emissive="0,0,0" Shininess="10" Opacity="1"> <Textures> <Texture Map="Diffuse" File="textures/terrain/detail/YOUR_DIFFUSE_TEXTURE_FILENAME_HERE.dds" > <TexMod TileU="0.5" TileV="0.5"/> </Texture> <Texture Map="Bumpmap" File="textures/terrain/detail/YOUR_NORMAL_MAP_FILENAME_HERE.tif"> <TexMod TileU="0.5" TileV="0.5"/> </Texture> </Textures> <MaterialLayers /> </Material>

Then save it as a .mtl file, and put it in the Game\Materials\Terrain directory (If any of these folders do not exist, create them)


Final steps

Copy/Move both The diffuse (file you started off with(.dds format)) andd your Normal Map (.tif format) to the Game\textures\terrain\detail folder (Again, if folders do not exist create them).

Set the mtl you made in step 4 as the surface type for one of your texture layers, You should now be able to paint POM textures!

[url=http://wiki.crymod.com/index.php/Imageomtutfinished.jpg]
[/url]

PS:这篇文章暂时只能让看得懂E文的人士看,到时候俺才做一下翻译。。。


回复

使用道具 举报

您需要登录后才可以回帖 登录 | 注册

本版积分规则

Archiver|手机版|3DMGAME ( 京ICP备14006952号-1  沪公网安备 31011202006753号

GMT+8, 2026-3-19 06:43 , Processed in 0.026606 second(s), 16 queries , Memcached On.

Powered by Discuz! X3.2

© 2001-2013 Comsenz Inc.

快速回复 返回顶部 返回列表