A Question for Mr. Cowen;

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A Question for Mr. Cowen;

Unread postby MadMike1024 » Wed Jul 06, 2011 1:29 am

In my continuing efforts to make accurate as possible models, I discovered an omission in the F9 bump map. There is another Louver ahead of the front window, and it is one of the keys that trainspotters use to distinguish between the F7 and F9. I was able to revise the bump map to reflect the F9 v1 configuration. It appears to be working, and I would like permission to make it a downloadable file here. Failing that, would you like a copy of the revised files to post on your website as a patch?
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Re: A Question for Mr. Cowen;

Unread postby Kali » Wed Jul 06, 2011 9:07 am

Bumpmaps are textures, the usual texture rules ought to apply - given you include the bumpmap in every paintjob anyway, what is the issue with editing it? :) I'm fairly sure the ones with the paintkits are actually source for the nvidia filter rather than finished ones.
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Re: A Question for Mr. Cowen;

Unread postby MadMike1024 » Wed Jul 06, 2011 11:43 am

Kali wrote:Bumpmaps are textures, the usual texture rules ought to apply - given you include the bumpmap in every paintjob anyway, what is the issue with editing it? :) I'm fairly sure the ones with the paintkits are actually source for the nvidia filter rather than finished ones.


As you well know, I always ask permission to do things like that. The Britkits locos are one of the few of the first and second gen locos that actually use the bump maps.
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Re: A Question for Mr. Cowen;

Unread postby KCJones » Sat Jul 09, 2011 3:46 am

To quote MSTS. "Permission granted"

As mentioned, bump maps are textures so you can alter them with abandon. I am not particularly good at them and use them as a starting point. The shapes are my thing!!!! !!howdy!!

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Re: A Question for Mr. Cowen;

Unread postby Kali » Sat Jul 09, 2011 11:31 am

Worth pointing out that if you want a new bit of bumpmap then you can add a 50% grey layer, add your new bit as a lighter/darker patch, temporarily merge the file, run it through the nvidia plugin ( or the gimp plugin ), copy the result, paste that into the existing bitmap as a layer and set the layer to overlay. You can stack as many of those as you like, the end result will still function as a proper bumpmap.
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Re: A Question for Mr. Cowen;

Unread postby PapaXpress » Sat Jul 09, 2011 12:23 pm

I was trying something similar to that layering idea with the BLLW caboose, but it doesn't seem to show up in game.
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Re: A Question for Mr. Cowen;

Unread postby Kali » Sat Jul 09, 2011 6:54 pm

Well, bumpmaps rely on specularity somewhat; if there's no reflected light to work with then you won't see any angled light. The next thing to try is just making bigger bumps - the further away from 50% grey you are, the higher or lower the bump will be once you've used the normal map filter. If you want enormous bumps ( which aren't going to look much good ) and the texture can manage it, I'd imagine you could set the background to black & your raised bits to white and then process it. Obviously you can't have dips then.

I attempted to do a howto for bumpmaps with demo pics, but the little sign I made didn't want to show the bumpmap for some reason...
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