Specular Highlights?

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PeterBitt
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Joined: 25 Mar 2013, 18:49
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Re: Specular Highlights?

Post by PeterBitt »

scrawl wrote:Yes, windows nightly is currently broken, see: http://forum.openmw.org/viewtopic.php?f ... 406#p21406
I hope I am not being stupid, but I feel like current nightly build does not include your fixes? I removed the errors from mat file (in windows editor it didnt show line breaks, now I have a better one) and made sure I added the normal maps properly and the files are present.
"Tx_ashland_rock_03.dds" is a shared texture for ground/objects (e.g. "terrain_ashland_rock_03.nif") I use to test but it wont show normal maps and speculars.
Also I still have the axes on scar, maybe I still have junk in my mat file? Also since I installed new nightly build a few hours ago, terrain texture effects wont show up. :?


When the specular maps are in the alpha of the diffuse, nothing needs to be added to the mat file except for "specular = xxx" right?
So I will give seperate specular maps only to textures that use alpha for transparency or need colored speculars.

Does someone maybe have an idea how to find all dds textures that have a alpha channel? I tried some tools but nothing really worked.
I have the feeling that a coder would do a better job at this texture overhaul lol...
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scrawl
Posts: 2152
Joined: 18 Feb 2012, 11:51

Re: Specular Highlights?

Post by scrawl »

Now the file is broken again, there are wrong linebreaks:

Code: Select all

[textures\tx_
hircinewolf.dds]
normalMap = textures\tx_ hircinewolf_n.dds
specular = 0.1 0.1 0.1 16
User avatar
scrawl
Posts: 2152
Joined: 18 Feb 2012, 11:51

Re: Specular Highlights?

Post by scrawl »

Does someone maybe have an idea how to find all dds textures that have a alpha channel?
Imagemagick.
This is what I came up with:

Code: Select all

function checkAlpha() { echo -n "$1 "; identify -format '%[channels]' "$1"; echo -e "\n"; }
for FILE in *.dds; do checkAlpha "$FILE" | grep rgba; done
Unfortunately this seems to have some false-positives, which are in rgba format but have alpha=1 everywhere. Not sure how to remove those.

Code: Select all

a_bear2_boot1.dds rgba
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sirherrbatka
Posts: 2159
Joined: 07 Aug 2011, 17:21

Re: Specular Highlights?

Post by sirherrbatka »

Now the file is broken again, there are wrong linebreaks:
yes, that's because of space in some filenames. But don't worry I will write a proper solution today :-)
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sirherrbatka
Posts: 2159
Joined: 07 Aug 2011, 17:21

Re: Specular Highlights?

Post by sirherrbatka »

Ok, here: http://paste.kde.org/pac128e86

I wrote small cli application in Qt, hopefully Ace can build it for PeterBit.
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sirherrbatka
Posts: 2159
Joined: 07 Aug 2011, 17:21

Re: Specular Highlights?

Post by sirherrbatka »

Lgro compiled it!

https://docs.google.com/file/d/0B79d_Ss ... sp=sharing

To use it: open cli, navigate to the folder with your maps and run exe. it will produce output.txt.

PS
If you don't have qt installed, place dlls in the program directory so windows can pick it.
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PeterBitt
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Joined: 25 Mar 2013, 18:49
Location: Berlin
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Re: Specular Highlights?

Post by PeterBitt »

Great stuff scrawl and Herr Batka, thanks once again!

I did manage to extract all textures with alphas using the list scrawl provided - I made a batch file to do that! Yeah! :ugeek:
I removed all the false positives as well as those with a 100% white alpha (a ton of those in BM & TR).


Damn you were to fast making the mat file ... would it be possible to change something?
There are now seperate specular maps present for 305 textures, would it be possible to add those like that?:

Code: Select all

[textures\tx_hircinewolf.dds]
normalMap = textures\tx_ hircinewolf_n.dds
specular = 0.1 0.1 0.1 16
specMap = textures\tx_ hircinewolf_s.dds
If there is no way or you have no time, I could do that manually. 305 files is managable but definitely annoying.
Also some normal maps might have been added or removed, it would be best to make that list again as I am now sure that everything is included there. If I find a few missing ones later, I can easily add them manually.


EDIT. scawl please speak up if I misundersood that spec maps in alpha channel dont need a "SpecMap =" entry in mat file.
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sirherrbatka
Posts: 2159
Joined: 07 Aug 2011, 17:21

Re: Specular Highlights?

Post by sirherrbatka »

Sure, just send me those files and I will modify my program to place those as well.
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PeterBitt
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Location: Berlin
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Re: Specular Highlights?

Post by PeterBitt »

sirherrbatka wrote:Sure, just send me those files and I will modify my program to place those as well.
Awesome! I am actually at work so I need a few hours to get home and check everything there.
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sirherrbatka
Posts: 2159
Joined: 07 Aug 2011, 17:21

Re: Specular Highlights?

Post by sirherrbatka »

Well, no need to rush. I already wrote it, just want to test.
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