FSX 'specular' and 'bump' texture problems

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RAF_Quantum
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FSX 'specular' and 'bump' texture problems

Post by RAF_Quantum »

Hi Guys,

I need a bit of help here creating a specular texture for FSX. I've fathomed out and successfully converted my FS9 default DC-3 textures to dds textures for use with the default DC-3 in FSX. At the moment i'm using a specular texture file (Douglas_DC3_1_t_spec) from the default texture.4 folder and my repaints show up fine but they are a bit too shiny and reflective. I need to tap into someone's knowledge to find out how to create my own spec texture file so I can tone down the shine/reflection. I've tried sending the current 'alpha' from the spec file to psp, darkened it and then imported it back to dxtbmp. Problem is whenever the aircraft loads after i've tried it, the aircraft disassembles itself. Put the orig spec file back and it re-assembles itself. I need a step by step definative how to sort this problem out.

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(This screenie is using the default scpec file.)

Thanks in anticipation.

John
Last edited by RAF_Quantum on 28 Oct 2007, 19:35, edited 2 times in total.
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TSR2
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Re: FSX specular texture problem

Post by TSR2 »

I know Rick is doing a fair bit with DDS at the moment, and I suspect DG too. I'm sure one or other may be able to help. :)
Ben.:tunes:

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RAF_Quantum
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Re: FSX specular texture problem

Post by RAF_Quantum »

Hi,

I've managed a 'partial' success with a spec file. I had initially tried using a duplicate of the ****_T file, open with DXTBMP and then send to the editor, darken in the editor, save, back to DXTBMP and refresh the edit then change name to ****_t_spec. This ends in a fragmented airframe. and the file doesn't have an 'alpha' at that point. Trying to edit the 'alpha' in the stock spec file without any other chanes also results in a fragmented airframe.

If however I use my original psp files for the repaint, do a merged copy, paste as new image and then darken that image, I can then save that as a .dds file which works fine and doesn't fragment the airframe. At this point, again, there is no 'alpha' layer and if I try and add one, upon resave, the airframe fragments. The results look OK without an alpha layer so I'll let someone else have a copy to load and see what their opinions are. If the response is favourable then I'll just create the spec file without the alpha layer.

I would still like to know though how to create a proper spec file complete with alpha so please don't hold back on the info if you have the answer ;-) .

Rgds

John
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RAF_Quantum
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Re: FSX specular texture problem

Post by RAF_Quantum »

Hi,

Problem now lies with the _bump texture. The default _bump texture gives me detail where there isn't and no detail where there is for my repaints. I need to convert my background paint kit image to get the correct detail for the bump mapping on my repaints. Can anyone tell me how to convert the image to the blue bump image? I've got the nvidia plug-in 'NormalMapFilter.8bf' for psp but don't have a clue what settings to use and how to add the alpha.

Rgds

John
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RAF_Quantum
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Re: FSX 'specular' and 'bump' texture problems

Post by RAF_Quantum »

Hi Guys,

Just to close off this thread, with a little help from Bill Leaming at FFDS he ponted me in the right direction to sorting out the bump texture. I was unable to fathom out how to do it in PSP so I've done it in PSD. Just in case anyone wants to create their own bump texture files for FSX texture folders here is the basic procedure :-

1. Create the image that you want to use to give the illusion of 3d panel lines/rivets etc in FSX

2. Load the image into PSD.

3. If it's a colour image, change to grayscale and then change back to colour.

4. Create Alpha Channel (One button press in PSD!)

5. Apply the nvidia normalmap filter. Leave all settings as default but play with the scale to alter the depth of detail. Lower = more subtle, try 0.5 for starters.

5. Select the red channel, cut and paste to alpha - in PSD, all the channels (RGB and Alpha) are conveniently displayed on a Channels tab.

6. Red channel now displays as pure white. Invert the red so it's now all black.

7. Invert green channel.

8. Save as RGB 8 bit PSD format.

9. Load image in Imagetools (inc in FSX SDK) change image format to DXT5 and save image as file format DDS.

You now have a bump image compatible for FSX. Put the image into the texture folder you want it in and rename it the same as the _bump file in the the texture folder of the first default repaint. By default the first texture folder has the bump texture and all repaints use that if they don't have their own specific one in their own folder.

Rgds

John
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DanKH
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Re: FSX 'specular' and 'bump' texture problems

Post by DanKH »

Very nice John, just wanted to add, that folder that misses the specular and bump file has to have its own texture.cfg with the fallback folders included, otherwise FSX don't "know" where to look for the missing files...
Best Rgds
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RAF_Quantum
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Re: FSX 'specular' and 'bump' texture problems

Post by RAF_Quantum »

Hi Dan,

Yes, the cfg stays in the folder to call textures not in the folder. If you put any of your own texures in it ignores the fallback on that particular texture.

Rgds

John
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basys
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Re: FSX 'specular' and 'bump' texture problems

Post by basys »

Hi Folks

I was going to post some info on the fallback textures paths earlier.
Fortunately Bill Leaming, (N4gix), has since saved me some work.

See - FS Developer Wiki - Texture.cfg - FSX
The issue is to do with incorrect fallback paths,
and also incorrectly displayed texture sets in Multi-Player on other user's a/c.

There'll hopefully be a little utility to fix all the FSX default a/c folders & cfgs released shortly.

HTH
ATB
Paul
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