April 18, 2024, 13:59
bigger smaller reset     1020px Wide width Full width Reset   * *

Gildor's Forums

  Homepage Facebook Read news on Twitter Youtube channel Github page
Welcome, Guest. Please login or register.
Did you miss your activation email?

« previous next »
Print
Author Topic: UE3 Textures  (Read 156 times)
Kino
Newbie
*
Posts: 10


View Profile
« on: January 15, 2023, 00:14 »

Hello again everyone!
I have a quick question, if you don't mind. So I'm trying to extract models from Alice Madness Returns, as a total noob. I see that textures are always present in three : a first, normal one, with the name ending in DM, a second one, almost entirely blue-purple, name ending in NM, and a last one, dark-green, name ending in SM. I understand that the point is more or less to add more details to the basic textures, however I don't entirely get it. Could someone tell me what the DM/NM/SM probably stand for, so that i can do further researches on my own? What is the general purpose of each of those three files, and how are they typically used? Finally, i'd be ecstatic is someone could tell me how to use them in Blender (Base color/Subsurface color/etc).
I attached a screenshot of an example in case i didn't manage to make my point clear.
Thanks in advance!


* UE3 Textures Screenshot.PNG (332.88 KB, 768x257 - viewed 30 times.)
Logged
RedBear
Full Member
***
Posts: 226


View Profile
« Reply #1 on: January 15, 2023, 08:55 »

Most likely DM is Diffuse map, NM is Normal map, SM is Specular map.
How to apply them in Blender: https://www.youtube.com/watch?v=W-uYPiRcqAk
Logged
Kino
Newbie
*
Posts: 10


View Profile
« Reply #2 on: January 15, 2023, 16:16 »

Thanks a lot for your advice!!! It's very much appreciated
Logged
Kino
Newbie
*
Posts: 10


View Profile
« Reply #3 on: January 16, 2023, 01:23 »

I have another question : so I got the thing with the Diffuse, Normal and Specular Maps textures. There is still one thing i'm not sure of : is the information about the transparency of the normal and specular maps stored somewhere in the UE3 files, or are they intrinsic? Meaning, are the textures made to be of the good transparency, or is it written somewhere else how transparent they're supposed to be?
There is a folder in the exported files named "MaterialInstanceConstant", containing a file named "WhiteKingBody_XXX_Mat_INST.props.txt". The content of said file is the following :

"Parent = None
ScalarParameterValues[3] =
{
    ScalarParameterValues[0] =
    {
        ParameterInfo =
        ParameterValue = 2
        ParameterName = SpecularPowerB
    }
    ScalarParameterValues[1] =
    {
        ParameterInfo =
        ParameterValue = 50
        ParameterName = SpecularPowerA
    }
    ScalarParameterValues[2] =
    {
        ParameterInfo =
        ParameterValue = 15
        ParameterName = SpecularColorAdd
    }
}
TextureParameterValues[3] =
{
    TextureParameterValues[0] =
    {
        ParameterInfo =
        ParameterValue = Texture2D'CH_WhiteKing.WhiteKingBody_NM'
        ParameterName = NormalMap
    }
    TextureParameterValues[1] =
    {
        ParameterInfo =
        ParameterValue = Texture2D'CH_WhiteKing.WhiteKingBody_SM'
        ParameterName = SpecularMap
    }
    TextureParameterValues[2] =
    {
        ParameterInfo =
        ParameterValue = Texture2D'CH_WhiteKing.WhiteKingBody_DM'
        ParameterName = DiffuseMap
    }
}
VectorParameterValues[3] =
{
    VectorParameterValues[0] =
    {
        ParameterInfo =
        ParameterValue = { R=0.116576, G=0.325037, B=0.796917, A=1 }
        ParameterName = TransmissionColor
    }
    VectorParameterValues[1] =
    {
        ParameterInfo =
        ParameterValue = { R=0.68002, G=0.579547, B=0.511398, A=1 }
        ParameterName = SpecularColorAreaB
    }
    VectorParameterValues[2] =
    {
        ParameterInfo =
        ParameterValue = { R=0.625345, G=0.409826, B=0.415148, A=1 }
        ParameterName = SpecularColorAreaA
    }
}
BasePropertyOverrides =
StaticParameters =
RuntimeVirtualTextureParameterValues[0] = {}
FontParameterValues[0] = {}
FlattenedTexture = None
MobileBaseTexture = None
MobileNormalTexture = None
bUseMobileSpecular = false
MobileSpecularPower = 16
MobileSpecularMask = MSM_Constant (0)
MobileMaskTexture = None
TextureStreamingData[0] = {} "
Is the info I'm searching after in these data? Is there a value (like "ParameterValue") that indicates, like, a percentage of transparency?
Thanks for your help in advance, sorry for the probably dumb question!
Logged
Print 
« previous next »
Jump to:  

Powered by SMF | SMF © 2006-2009, Simple Machines LLC
Leviathan design by Bloc | XHTML | CSS