8/15/2023 0 Comments Gimp dds plugin windows 64 bit![]() ![]() Note that if the object is an entity, you might have to open the. If all is well and good, you should have an asset with working lighting and proper specular highlights, ready for you to place in your HP元 map. Do not forget to switch this back to DXT5 when exporting other DDS textures. Simply open the normal texture (typically _nrm appended to filename) and save using the NVIDIA exporter in the 3DC format.DDS file of type DXT5, preferably with “_spec” still appended to the end of the filename Select the Red channel, Ctrl-A, copy, then select the Green channel and Blue channel individually, pasting the same (red channel) clipboard image each timeĥ. ![]() If an “Alpha” channel already exists, select it, otherwise create a new channel using the button at the bottom of the pane and paste into the Alpha layer.Ĥ. Select with Ctrl-A and copy the channel to the clipboard.ģ. Go to the “Channels” tab next to Layers, and select only the green channel. Our goal is to create a copy of the intensity channel on the Red, Green, and Blue channels, and move the power channel to the Alpha channel.Ģ. The HP元 format relies on Red, Green, and Blue for Intensity, and relies on the Alpha channel for Power.įor more information, look at the HP元 Modeling Tutorial Open the specular texture in Photoshop.Īn HPL2 image such as this AAMFP texture will appear as green, because HPL2 relies on the individual channels for specular information, where Red = Intensity, Green = Power, and Blue = Unused (black).Open the specular texture in Photoshop and run the script from File > Scripts > HPL2specConvertģ. Save the following block of code in an administrative-level text editor as HPL2specConvert.jsx underĬ:\Program Files\Adobe\Adobe Photoshop CS6 (64 Bit)\Presets\Scripts\ (or wherever your Photoshop installation is…).GIMP users can also follow the manual process below provided the GIMP DDS exporter is installed. This section will present a guide of how to convert these specular and normal textures from HPL2 format to HP元 format using Photoshop CS6 with the Nvidia DDS Exporter plugin. This is because of a change over the way that specular textures (file_spec.dds) and normal textures (file_nrm.dds) are interpreted in HP元. You’ll notice that the lighting reacts very strangely when using “Keylight on Camera” and that an odd green sheen can be seen tween the edges in the scene. ![]() Machine for Pigs\static_objects\new_church: Machine for Pigs\static_objects\new_church\pillar: (Assets placed into a single folder before loading the model): When loading a Machine for Pigs asset (for example) into the HP元 Model Viewer, you’ll likely be confronted with this: However, if you are planning on making a mod that doesn’t involve underwater stations and bloodthirsty anglerfish, then you’ll probably be pulling assets from Penumbra and Machine for Pigs as well. Not too long ago, Frictional released the Amnesia: The Dark Descent Asset Pack, giving us the wealth of A:TDD assets to use in HP元, which is great news if you are an Amnesia modder looking to venture into the (albeit, semi-scary) world of HP元 scripting. While I cannot stop you from performing these steps, please consider some respect for the modellers and their works by purchasing the games. By following this tutorial, it is assumed you have a legally purchased copy of Amnesia: The Dark Descent and/or Amnesia: A Machine For Pigs. Please refrain from importing these models and releasing the entirety of them. There are some problems which you may face, and this tutorial is here to try and tackle some of the errors and give you a basic idea of importing models from Amnesia: The Dark Descent and Amnesia: A Machine For Pigs. Importing models from HPL2 to HP元 is not a complex process but will involve needing to "convert" textures to a format that HP元 understands.
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