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View Full Version : When a mod retex doesn't have normals maps



Stewy
Dec 19 2007, 15:53
G'day guys,

Just a dumb question...

I've finally worked out to do normals, and in my learning, a couple of guys have given me permission to play with their cfgs and tex to see how it all works... (like pulling apart things as a kid)

I have just noticed though, that sometimes a repaint won't have normals attached - just the regular tex are in the pbo

So, is it possible to 'add' normals to a retex via the config and pbo structure?  Or does it have to be done in O2 (which is WAY beyond me and very much in the too hard basket)

Just was curious, cheers guys
Stew

Scars09
Dec 19 2007, 16:16
hey stew,
its like you think m8. the path to the original gamefiles can be used. basically all you do is change the _co texture path.
if you add additional features to a texture, f.e. some patches, you usually make a new normal with these patches to get the best look.

3oclock in the morning? shame on you m8
http://forums.bistudio.com/oldsmileys/tounge2.gif

Jackal326
Dec 19 2007, 16:42
You would have to create new RVMAT files and repath them (in the model itself) via a hexeditor in the original ODOL model - much in the same way the retexture was done to repath to the new _co textures. I would assume the same principles regarding overall file length and such apply to RVMAT path-names as much as they do to texture paths.