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Saving bump maps in Photoshop
Posted: Fri Jul 28, 2006 11:22 am
by XxD3ATHxX
Ok I really would like to know what type of DDS to save my bump maps as? Also do you save it with existing mip maps or generate them or none at all. Someone please help me.
Posted: Fri Jul 28, 2006 1:26 pm
by Tural
Tural wrote:You'll need to save it as a "Palette ARGB (256 Colors)" DDS, which is P8 format.
Palette ARGB (256 colors)
Generate MIP Maps
Posted: Fri Jul 28, 2006 2:11 pm
by XxD3ATHxX
Tural wrote:Tural wrote:You'll need to save it as a "Palette ARGB (256 Colors)" DDS, which is P8 format.
Palette ARGB (256 colors)
Generate MIP Maps
Actually thanks but that is wrong. I tried it with the newest Nvidia plugin and it didn't work. So I come to this conclusion. It works PERFECT if you save it 8:8:8 RGB (24 Bit)

Posted: Fri Jul 28, 2006 11:37 pm
by Tural
Your tutorial has many flaws;
1) You have to extract it as a DDS, because you have to edit the alpha channel of a bump, not the RGB, it doesn't effect anything. Bump maps in Halo 2 are based on the alpha channel.
2) Palette ARGB is P8 format
3) You're injecting it into a map without even internalizing the bitmap
So after all of that, there are your likely reasons why it did not work. If indeed it did, I'd like to see an in game picture of it...
Also, P8 works for me with both DotHalo and Ch2r (Ch2r of course being best for bitmaps), not R8G8B8.
Posted: Sat Jul 29, 2006 12:23 am
by XxD3ATHxX
Tural you need to stop. If you extract the bump map as a .DDS then how are you supposed to open it in photoshop?? You can't. Also when saving as Palette ARGB, Dot Halo does not accept it. Also The only one that it will accept is 8:8:8 RGB 24 Bit. I have made custom bumps using the EXACT method I wrote in my tutorial. I will post some pics later but not now because it is late. BTW, number 3 on your list of my so called flaws, if you know how to read then you would have read:
XxD3ATHxX wrote:Also I am assuming people already know how to internalize bitmaps.
Posted: Sat Jul 29, 2006 12:31 am
by Tural
XxD3ATHxX wrote:If you extract the bump map as a .DDS then how are you supposed to open it in photoshop?? You can't.
If you use Entity. If you use Ch2r, which can
properly extract bumps, you
can open it in Photoshop.
XxD3ATHxX wrote:Also when saving as Palette ARGB, Dot Halo does not accept it. Also The only one that it will accept is 8:8:8 RGB 24 Bit.
Worked for me.
XxD3ATHxX wrote:BTW, number 3 on your list of my so called flaws, if you know how to read then you would have read:
XxD3ATHxX wrote:Also I am assuming people already know how to internalize bitmaps.
Still, the image in the tutorial shows it external.
I'm not saying your way isn't possible, just that it seems unlikely. Simply because you're injecting a different format, and it has no alpha channel, which is what bump maps in Halo 2 are, as far as I know. I have a logical base of assumption, and you can see that. All I ask is for a little more evidence, if you are correct, I can accept and respect that. There's no need to argue about it.
Posted: Sat Jul 29, 2006 10:50 am
by XxD3ATHxX
Tural I really am having trouble with this. I have tried your way and I get the following error:

Also when I try saving it this way:

It freezes on me and I think I have the newest Nvidia dds plugin. It is version 7.83. Well if you can tell me what the heck is wrong here I would really appreciate it.
EDIT: Well here is proof that the 8:8:8 RGB 24 Bit works with bump mapping:

Posted: Sun Jul 30, 2006 5:57 am
by Tural
I don't see proof anywhere in that picture. I'm guessing you just injected either a blank white or blank black image, which has always been possible, and format does not matter. I want to see a working bump map, not just a plain one. I know blank images work, they always have, I helped KKC with it last week. But I have yet to see someone inject a working bump map that is an actual image.
iGeo also said his plugin freezes on P8 saving, I'll upload mine later.