Solved Some help at understanding DDS files

Discussion in 'Mod Support' started by SequentialZ, Mar 29, 2017.

  1. SequentialZ

    SequentialZ
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    Hey, i'm making an addon which has multiple parts.

    But since begining I never really understood how worked DDS files in BeamNG. (I know them from modding other games)
    What I do not understand is why is there 3 of them for a single object, like example_d / example_s / example_a..

    So, even checking in Wiki, I just know that there is 3 types of compressions, but I don't know why would I need 3 of them as one should match what I need ?

    Can someone explain a bit how that works ? :D
    Second question, last time I made an addon, it was half transparent, what I mean is that I could see half through my object, was weird, how can I avoid this error this time ?

    Thank you.
     
  2. torsion

    torsion
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    The DDS question is fairly simple. They are diffuse, normal, and specular maps. Sometimes there exists more than 1 layer of maps as well.

    Take a look inside any materials.cs file for some clarification on this. (I recommend using Notepad++ for that task.) You'll see something like this:
    Code:
        diffuseMap[2] = "vehicles/burnside/burnside_c.dds";
        specularMap[2] = "vehicles/burnside/burnside_s.dds";
        normalMap[2] = "vehicles/burnside/burnside_n.dds";
    
    You may also want to refer to these wiki pages for some more info:
    Modeling_and_Texturing_Guide
    Introduction_to_skin_system

    I don't have any insight into the "accidentally half-transparent" thing, it has not happened to me.
     
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  3. SequentialZ

    SequentialZ
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    Thank you for your answer, I went to these pages already but somehow I just passed in front of it, or it scared me at that time, no idea. I have "some" questions concerning In Modeling and Texturing If I may. (Brace yourself, professional noob incoming)

    Why sometimes is there multiple layers of maps ? (like [0] , [1] or [2]) :confused:

    (process questions)
    In Modeling and Texturing Guide :

    [Normal Mapping] "Open this bake in an image editor and use it as the mask for a white layer. Duplicate this layer so there are 3 copies: one with the selection expanded by 1 px, and one with the selection contracted by 1 px. Run each of these through a height-to-normal filter and overlay them on each other. This makes for a nice, strong, 3 px bevel. Erase it away where it's not needed, like on symmetry seams, or seams in the middle of smooth surfaces that were created out of necessity."

    Ehm, I do have baked out of blender this :



    Extracted it as PNG, and then :

    (in GIMP) Now I made a white mask etc, but then how to run these layers (the ones with sizes reduced or increased of 1 px, I don't see any difference after it) through a "height-to-normal" filter ? :confused:

    After this part I'm supposed to add the details or decals that I want if I understood correctly.

    [Ambient Occlusion Baking]

    I understood none of it, I have to bake a second time ? :confused: Where, in blender ? Over the normal map where I added details ?

    [Final Texturing]

    "When the normal map is finished and the AO is baked, the diffuse and specular maps can be created"

    How ? :confused: I just copy the normal map ? I see it talks about adding grime and having black areas, don't need it I think, my material is not to be color-modified.

    Sorry for these huge noob questions, maybe a step by step would help on these questions would help. :)

    Otherwise, thank you. It's ok if you don't want to answer a such big amount of questions haha :D
     
    #3 SequentialZ, Mar 30, 2017
    Last edited: Mar 30, 2017
  4. torsion

    torsion
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    I have almost no experience with texturing and fairly limited knowledge of it. The only question which I can answer is the one about baking Ambient Occlusion maps: you should almost never bake AO. I believe that anything on the wiki recommending that is simply outdated.

    Edit: I can say that IIRC for starters you really need a diffuse map but normal and specular are less necessary. Diffuse gives you your colors/patterns/writing/shapes, specular your shininess, and normal is for raised areas.

    If nobody else chimes in you can dissect the maps from an official vehicle to figure out the layers question.
     
    • Informative Informative x 1
  5. SequentialZ

    SequentialZ
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    Okay, thank you for your help :) You cleared few things up.
     
    #5 SequentialZ, Mar 30, 2017
    Last edited: Mar 30, 2017
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