|
Modding Tutorials Information and tutorials related to modding BF2. |
|
Thread Tools | Display Modes |
2016-03-30, 08:05 | #21 | ||
Retired PR Developer
|
Re: DDS format in BF2 explained
Quote:
Quote:
| ||
|
|||
2019-03-19, 23:14 | #22 |
Join Date: Jan 2019
Posts: 11
United Kingdom
|
Re: DDS format in BF2 explained
Hi there
Can you possible let me know what the correct settings are in the Nvidia plugin for creating the bumpmap/normal map as im haivng problems comes out completely different to what the BF2 ones are like Also to confirm for textures on buildings and other static objects is it best to use DXT1 and use DXT5 if its has alpha's like glass and done as a Bundlemesh instead Cheers for the help in advance |
2019-03-20, 01:20 | #23 |
Retired PR Developer
|
Re: DDS format in BF2 explained
TBH I haven't used the nVidida PS Plugins to make a normal map in years. I suggest google to find a decent setup but it was never very good from what I can tell and you are probably better off with a 3rd party tool. Personally, I use CrazyBump to convert most of my Heightmaps although there is probably much better tools around now and CB likes to do a lot of its own thing even when given a HM and takes some tweaking to get what you want, but has more control than most ones I've tried.
|
|
|
2019-03-20, 03:10 | #24 | |
PR:BF2 Developer
Join Date: Feb 2016
Posts: 569
Philippines
Location: Cebu
|
Re: DDS format in BF2 explained
Quote:
| |
|
||
2019-03-20, 09:23 | #25 |
Join Date: Jan 2019
Posts: 11
United Kingdom
|
Re: DDS format in BF2 explained
I wasnt able to find the guide from Obscure but i will give Crazybump a try as that looks pretty good if anyone does have a link to the guide from Obscure that would be handy
|
2019-03-20, 10:19 | #26 | |
PR:BF2 Developer
Join Date: Feb 2016
Posts: 569
Philippines
Location: Cebu
|
Re: DDS format in BF2 explained
Quote:
| |
|
||
2019-03-20, 10:49 | #27 |
Join Date: Jan 2019
Posts: 11
United Kingdom
|
Re: DDS format in BF2 explained
Cheers for the Link explains alot for the Soldiers but give me some ideas for the Statics and things just wanted to make sure i am laying it all out correctly thats all and using the correct DXT1 and DXT5 for different parts of the models
Take a Weapon for example the main body of the weapon i assume can be done as DXT1 as it doesnt need a Alpha but if you want say alpha on the Scope then you would use DXT5 Same as for eample a building the main part of the building could be DXT1 one and then the Windows would be DXT5 As i would make the building as a Normal StaticMesh and then do the windows as a Bundle mesh and Child object them to the main building so i could dome say some windows clean and some others dirty but all so you can see through them. |
Tags |
bf2, dds, explained, format |
|
|