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 Post subject: Creating Normal Maps for Existing FP Models
 Post Posted: Mon Sep 16, 2019 6:30 pm 
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Joined: Mon Jan 27, 2014 12:36 pm
Posts: 2796
Location: Ontario, Canada
SLAMT1LT has recently added some cool "bump" maps to his tables for use with BAM.
Here is how he did it.
See Videos below.

here is TerryRed's demonstration of this
https://youtu.be/oK2Nzs6YLNE


and here is a demo by SLAM
https://youtu.be/sCtAa_64SBc


Procedure:
1. Go to Existing table and select a model. Make note of the models name and its textures name.

2. Go to model manager in table editor and export that model to a folder of your choosing.

3.Go to texture manager in table editor and export that texture to the same folder

4.Load FP Model editor program and open your model. Export the "ms3d file" to your folder

5.Load a program like milk shape 3d and open your "ms3d" model and then simply export as a wavefront "obj" file type

6. Go to https://cpetry.github.io/NormalMap-Online/
and import your obj file and your texture (in two places, the left box as a "height map" and on the right load "diffuse map")

7. Select "Scharr Filter" , Strength 1.61, Level 10, Blur/sharp -1 (you can play with these numbers...but this gives a map file similar to SLAM's I believe...)

8. Select Normal Map at bottom centre, jpg, 95 -100 % quality, and then click on Download. copy the normal map file from you download folder into your chosen folder.

9. Rename your original texture "whatever-ColorMap" and your normal map jpg file "whatever-NormalMap".

10. Now you can load your model and these two textures into any table.
Assign the "whatever-ColorMap" texture to your model as per usual.
And assign the "whatever-NormalMap" texture to a surface as in video. Doesn't matter the name of the "surface" and you can assign to "top texture" , "side texture" or "enamel map" it doesn't matter.

11. Save table and exit table and exit FP. Reload and it should work.

12. Normal maps are only seen with BAM "new renderer "on

Sorry the recording program stopped so, I had to use 2 videos.

Part 1
https://youtu.be/YFbXvOQokhU

Part 2
https://youtu.be/XD_UhIjMYdQ


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 Post subject: Re: Creating Normal Maps for Existing FP Models
 Post Posted: Fri Sep 27, 2019 12:23 am 
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Joined: Mon Jan 27, 2014 12:36 pm
Posts: 2796
Location: Ontario, Canada
Quote:
June 7, 2014 Ravarcade
It is half year since models on tables can uses more update technics, like normal maps.
I don't see any one, who want to use it. I spend few months on it and i'm unhappy ;( .

Sorry Rav, it only took us 5 years to appreciate this feature.
Slam and TerryRed have really demonstrated how cool normal / bump maps are !!!
But wait there is MUCH MORE :shock:

Here are three instructional videos for enhancing normal maps that are in tables already.
Slams recent tables, TOTAN, Shootanza ec.....

Video 1

https://youtu.be/SofO4IAArV0

Video 2
https://youtu.be/9f_aZVNWh9k

Video 3
https://youtu.be/0CGEaEUTkes


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 Post subject: Re: Creating Normal Maps for Existing FP Models
 Post Posted: Fri Sep 27, 2019 9:56 pm 
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Joined: Thu Aug 16, 2012 11:12 pm
Posts: 2422
Location: Arkansas, USA
This guide looks well thought out. I'll have to give it a try. I might try it on JP even though Slam has already done it. I can't think of any other tables I have done that would benefit from it.


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 Post subject: Re: Creating Normal Maps for Existing FP Models
 Post Posted: Fri Sep 27, 2019 10:36 pm 
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Joined: Mon Jan 27, 2014 12:36 pm
Posts: 2796
Location: Ontario, Canada
GeorgeH wrote:
This guide looks well thought out. I'll have to give it a try. I might try it on JP even though Slam has already done it. I can't think of any other tables I have done that would benefit from it.


You can play with TOTAN lamp and the genie doesnt have a normal map yet but you can play with its brightness

But this is reference for future use


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 Post subject: Re: Creating Normal Maps for Existing FP Models
 Post Posted: Sat Sep 28, 2019 11:11 am 
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Joined: Sat Jan 29, 2011 4:54 pm
Posts: 1205
ok, I wanted to try, with the batcave, one with the normaltexture,the other one with this method ..... I played a bit with the values, but "we" have to be really good with the adjustment, especially the colors, maybe the black is not optimal ... however excellent result, "we" have to fiddle a bit with the values :D




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 Post subject: Re: Creating Normal Maps for Existing FP Models
 Post Posted: Sat Sep 28, 2019 1:14 pm 
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Joined: Mon Jan 27, 2014 12:36 pm
Posts: 2796
Location: Ontario, Canada
Very Cool Paolo !!
Video 2 shows how to code it so is saved. Prior to coding it , when you switch from "BAM textures" to "light settings" none of your changes are saved. So when you go back to "BAM textures" you are back to the starting values...


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 Post subject: Re: Creating Normal Maps for Existing FP Models
 Post Posted: Sat Sep 28, 2019 2:44 pm 
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Joined: Thu Aug 16, 2012 11:12 pm
Posts: 2422
Location: Arkansas, USA
Looks good Paolo.

George


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 Post subject: Re: Creating Normal Maps for Existing FP Models
 Post Posted: Sat Sep 28, 2019 6:36 pm 
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Joined: Sat Jan 29, 2011 4:54 pm
Posts: 1205
many thanks friends, I hope to improve.....

yes Bob ... you're right I didn't save, I didn't even think about it ... thanks for the suggestion :D


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 Post subject: Re: Creating Normal Maps for Existing FP Models
 Post Posted: Sun Sep 29, 2019 1:52 pm 
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Joined: Sat Jan 29, 2011 4:54 pm
Posts: 1205
I also played a bit with the death star model :D




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 Post subject: Re: Creating Normal Maps for Existing FP Models
 Post Posted: Sun Sep 29, 2019 5:00 pm 
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Joined: Mon Jan 27, 2014 12:36 pm
Posts: 2796
Location: Ontario, Canada
Cool.
I dont think "save as default" will save the bump map settings. You have to code them like in "video 2" above


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