Page 1 of 1
[How to ] open/save NormalMaps for mods
Posted: 30 May 2014, 15:32
by Fix
I've seen some authors having problems with the NormalMaps in their mods.
This is because with maniaplanet, we have been using a different compression system than for TMUF : We use Ati2N compression.
But, unfortunately photoshop+Nvidia DDS plug'in doesn't open these .dds properly. That means you can't make your own normal maps directly from an existing texture_N.dds.
To work correctly, uou have to open the .dds with
the compressonator.
-Open the
DDS
-File>
Save Original>save as .TGA
Then, open this .TGA in photoshop, it will look like any other standard normal map. Once you are done, save this .tga as .dds (see above) in your mod folder.
(you need
NVidia dds plug'in installed ):
-save as
DDS
-select
3Dc XY 8bpp | NormalMap
-Image Options : ImageType =
NormalMap:TangentSpace
Re: NormalMaps format for mods
Posted: 30 May 2014, 17:02
by meuh21
With Gimp I use "BC5 / ATI2 (3Dc)" as compression and it seems to work fine.
Edit : DXTBMP is
NOT also a possibility to open .dds and transfer to Gimp (or Photoshop).
I made a small turorial (in french but with screens and the method is from CGtextures) for normal maps :
http://www.maniapark.com/forum/viewtopi ... 89&t=19990
Re: [How to ] open/save NormalMaps for mods
Posted: 14 Dec 2017, 07:38
by VMan2002
Download is broken
Re: [How to ] open/save NormalMaps for mods
Posted: 14 Dec 2017, 12:19
by xrayjay
http://www.maniapark.com/forum/viewtopi ... 85&t=22211
open it with intel texture works plugin, it should open the file right. Saving with intel or nvidia plugin possible, see the images which options are the "good" ones

Re: [How to ] open/save NormalMaps for mods
Posted: 07 Dec 2018, 00:44
by BestNoob
Thats not working.
Is there a actual LINK for The Compressonator ?
Re: [How to ] open/save NormalMaps for mods
Posted: 07 Dec 2018, 09:01
by xrayjay
It´s working

On which step you don´t know what to do exactly?
Re: [How to ] open/save NormalMaps for mods
Posted: 07 Dec 2018, 16:04
by BestNoob
xrayjay wrote: ↑07 Dec 2018, 09:01
It´s working

On which step you don´t know what to do exactly?
Without much talking, try it with Adobe PS Nvidia Plugin and Valley
FarmObjects_D.dds
The thing is your both "How to" never worked for me xD btw. i edited your
https://doc.maniaplanet.com/nadeo-impor ... -normalmap and added some needed informations please check and approve.
Re: [How to ] open/save NormalMaps for mods
Posted: 07 Dec 2018, 17:34
by xrayjay
even works with FarmObjects texture
Don´t know what´s your problem if you didn´t tell
btw. that´s a file format specification (and this link to the doc is old and outdated, see this >
http://www.maniapark.com/forum/viewtopi ... 85&t=22211 )
This nvidia normal map filter is just a very rudimentary tool, for more precise work you need additional tools like b2m / substance painter / shadermap or other tools
read it, there´s nothing special or extra hard on this thing

Re: [How to ] open/save NormalMaps for mods
Posted: 07 Dec 2018, 23:13
by Electron
This guide to quickly create a NormalMap is still useable.
Only the value of 30 for the scale is significantly too high. I normally use 3 to 6, but in very few exceptional cases I increase the value to max. 10.
Before creating the NormalMap, you should already have a correctly created SpecularMap so that you can better see the 3D effect.
I also always create the NormalMap directly from the DiffuseMap (edited for the creation of the NormalMap). Then you don't have the problem that the NormalMap is not opened correctly (see the initial posting of Fix).
I cannot recommend using the Intel DDS Texture Works plugin to save the NormalMap, as described
here as an alternative.
The tool may open Normal maps correctly, but does not save it
conform (it stores the BC5U FourCC as D3DFMT enumeration instead of a DXGI_FORMAT enumeration in the extended header).
In my last test, ManiaPlanet could not interpret such a marked DDS file correctly either. The textures were displayed without 3D effect and much too dark. I have not yet tested whether this has been corrected in the meantime.
EDIT: I just tested it again after all. Normal maps in BC5U format are still not supported by Maniaplanet. They must be saved as 3Dc (marked as ATI2).