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Pillars of Eternity BETA - Texture doubt

Posted: Mon Dec 15, 2014 8:05 pm
by Devilot
I have right here a couple samples of textures from Pillars of Eternity, but I don't understand what they are used for, or if they have a tint mask or something like that.
Can someone help? Why are NormalMaps so weird?

Re: Pillars of Eternity BETA - Texture doubt

Posted: Tue Dec 16, 2014 4:54 pm
by PredatorCZ
Textures with C are color maps, alpha is specular.
Textures with A are translucent maps.
Textures with N are bump maps but alpha is swapped with green channel, blue must be white.


Here is tool for GIMP to convert Bump Maps.
Edit: Cheeck my new posts.

Re: Pillars of Eternity BETA - Texture doubt

Posted: Tue Dec 16, 2014 6:31 pm
by Devilot
PredatorCZ wrote:Textures with C are color maps, alpha is specular.
Textures with A are translucent maps.
Textures with N are bump maps but alpha is swapped with green channel, blue must be white.


Here is tool for GIMP to convert Bump Maps.
thanks! a lot! loads of info!
it's code and I am unsure how to use it :P lemme download GIMP...
will your tool work both ways?

If I can make a Specular Map, how can I put it in the alpha channel of the diffuse map?

Translucent Map = Ambient Occlusion?

Re: Pillars of Eternity BETA - Texture doubt

Posted: Tue Dec 16, 2014 6:43 pm
by PredatorCZ
Devilot wrote: thanks! a lot!
it's code and I am unsure how to use it :P lemme download GIMP...
will your tool work both ways?

Translucent Map = Ambient Occlusion?
Transparency or translucency defines seethru points in mesh, so practically it is an alpha channel of image.
But some engines uses some weird ways to store this texture data, in this way its stored away becouse not every color texture is transparent.

The Instructions are in readme.

Its not working for reverse ways but U can reverse that by take Green and put it to Alpha, take Red channel and put it to Green and Blu channel.
And Voila.

I can make reversing script too.

Re: Pillars of Eternity BETA - Texture doubt

Posted: Tue Dec 16, 2014 6:49 pm
by Devilot
if you could update the plugin I'd be thankful :P

the original game uses .TEX textures, rather than .DDS. do you know if a tool that converts one to the other exists?

So I can't simply copy the specular mask to the alpha channel, can I...?

Re: Pillars of Eternity BETA - Texture doubt

Posted: Tue Dec 16, 2014 6:53 pm
by PredatorCZ
Are .tex have dds header? if not can u upload sample? (tell what tool did u use for conversion?)
Yes you can copy Specular Image to Alpha Channel of colormap.

Re: Pillars of Eternity BETA - Texture doubt

Posted: Tue Dec 16, 2014 7:01 pm
by Devilot
let me try to extract a couple.. there we go!

Ah, I can simply copy-paste? any recommended tool?

Re: Pillars of Eternity BETA - Texture doubt

Posted: Tue Dec 16, 2014 7:13 pm
by PredatorCZ
I updated tools, so you can convert and make bump maps.

Also .tex files have dxt data, theyre pretty same as dds but dds have 128 Bytes long header and tex hav only 56 Bytes long but its not problem to convert them back.

For spec channel you can use Gimp or photoshop or any that can manipulate with RGBA channels. I can make tut only for Gimp.

Re: Pillars of Eternity BETA - Texture doubt

Posted: Tue Dec 16, 2014 7:27 pm
by Devilot
a tutorial would be very nice indeed :D also for the copy-paste thing :P

Re: Pillars of Eternity BETA - Texture doubt

Posted: Tue Dec 16, 2014 8:02 pm
by PredatorCZ
Okay, A Quest For GIMP, how to basic cook specular map into color map for PoE.

So we you have diffuse map(next time D) and specular map(next time S).

1. If D map does not have an alpha channel is can be created by Layer/Transparency/Add Alpha Channel.
2. It must be sure S have same dimensions as D, if not S map must be scaled. To do that go to Image/Scale Image
unlink chain between numsliders and listbox in Image Size section, now set Widht and Weight same as D size. Then overwrite image.
3. In D go to Colours/Components/Decompose, select RGBA mode and uncheck Decompose to layers
4. GIMP will make 4 more images find one with alpha in name. Go to Layers/Delete Layer, then drag and drop here specular image file.
5. Go to Colours/Components/Compose, select RGBA and select color for each that mean name-red to Red etc.
6. The result should be same as D texture but with specular alpha channel.

Hope this helps.

Re: Pillars of Eternity BETA - Texture doubt

Posted: Tue Dec 16, 2014 8:46 pm
by Devilot
It does, thank you :D I'm only missing how to convert DDS to TEX!

Re: Pillars of Eternity BETA - Texture doubt

Posted: Tue Dec 16, 2014 9:07 pm
by PredatorCZ
What tool did u use for convert tex to dds?

Re: Pillars of Eternity BETA - Texture doubt

Posted: Tue Dec 16, 2014 9:17 pm
by Devilot
I used Unity Asset Viewer, which converts them automatically or not, but can't do the other way round...

Re: Pillars of Eternity BETA - Texture doubt

Posted: Tue Dec 16, 2014 9:20 pm
by PredatorCZ
Oh, well actually, Unity Assets Explorer CAN import changed DDS images back to archive.
viewtopic.php?f=10&t=10085 Third post is tutorial.

Re: Pillars of Eternity BETA - Texture doubt

Posted: Tue Dec 16, 2014 9:29 pm
by Devilot
it can import them but it can't change them, right?