Call of Duty 4: Porting Images: Difference between revisions

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{{note|In this tutorial I wound try explain how to get correct colour maps from MW2 and Black Ops + specular maps porting}}
{{note|In this tutorial I wound try explain how to get correct colour maps from MW2 and Black Ops + specular/normal maps porting}}


==Foreword==
==Foreword==


{{info|''I'm a beginner in photoshop, I'm glad if someone update my tutorial if I made smth wrong and notice me via e-mail about it.''}}
Before reading this tutorial read [http://wiki.modsrepository.com/index.php/Call_of_Duty_4:_Porting_Images_Old] old one.


A long time I'm interest how to get right colour maps in Modern Warfare 2 and Black Ops later.<br>
On this week I got a strange idea, when I saw specular maps again. It is pretty strange, because I had never seen smth in any part of Call of Duty.<br>
It has a parts of colour map, and then I think about combined images. I go to MW2 and found again 2 spc files for some weapons and again it include colour map parts, another specular - black&white (standart spc).<br><br>
I google some info about combining and test some things and success in it, and now I post this tutorial there.


==Black Ops==
A long time I'm interest how to get right colour maps in Modern Warfare 2 and Black Ops later.
Fully understanding take 2 month (finish my ideas in may, but for some reason release it only now) and, I hope, it's ok :)


Ok, now step by step.
Let's tutorial begin?


*For 1st get specular map and colour. Convert it to DDS and go to photoshop. Now open both images. Do not delete alpha channel, it's important.
==Getting right colour map==


[[File:mw2_colormaps_1.jpg|400px]]
As I wrote sometime ago, there is ways with combining colour+spec, colour+detail. But I had re-mind all, and now it should be right, no more shit.


*Here we go. I'd show you example on SPAS images.
'''BO:'''


*When you open 2 files, go to Image -> Apply image. This tool afford you combine pictures. Let's see what is that.  
Almost of images have combining by spc+col. Only some of them - col+detail (AUG, for example).


[[File:mw2_colormaps_2.jpg|400px]]
'''UPD:'''


*Setup settings as on screenshot and you can see, how image transformed. Then press ok and save it :)
Hm, lol. When I think that it's over, I open funny things again. Not sure, but it looks like in BO there is second way for get right colour is combine colour map with itself. Just open colour map: Image-> Alpply Image and enable mask and WOOP!, we get smth like it should be.  
Which way is right? I dont know and have no clue, so, I just notice about it and hope that later it will be found as well basic of that tutorial.


==Modern Warfare 2==
'''MW2:'''


*All diferent is that there is 2 specular maps (or 1, but for this way read Advance section).
As I wrote there is 2 spec file. I don't mind why it's here about month (thinking that there is just one added by mistake, as well). After idea just comes in my head and I check it. Different SPC for different materials. Example:
*We should take colour map and combine it with specular. You can easy find which spc you should use - it has a parts of colour, real specular just black&white.
*And now we made simple work as in Black Ops.


==Specular and Normal maps==
MP5k has 2 specular maps. 1 of them used for iron sight, second for another parts. This way used not only for weapons, but for a players as well too (and almostly for players).


{{info|''This part for Call of Duty 4 modellers.''}}
Ok, now by algorithm:


*I wish notice that normal maps no need to change, just for getting it right convert it manually (there are some old converters). It works not right just because colour map and specular were used not right.
* Check Aplha 1 layer. If there is nothing (layer is white), then image dont use combining method, result given by specular map and some extra options in asset manager.  
And now about specular. Modern Warfare 2 specular maps can be used without changing, it's pretty good. I would talk about Black Ops ones.
* If there is Alpha 1 layer and it's ok - notice which colour you have in game. Depends by that you choose detail map, which you'll combine with colour (probably, you can use different ones for different effects, for example Vector used brown detail, but on one SP mission - black, so you can get a real colour, but also some advanced). In MW2 you needn't combine col+spec, it doesnt use there.
* Next step. Combine by Image -> Apply image. Use different sett-s and watch preview result. Do not forget enable "Mask" option.  
* Follow by that you'll get right colour for colour map.


*Open it in Photoshop and past alpha chanell on RGB (use rectangular marquee tool and ctrl+c, ctrl+v, lol), because RGB is not right, used for getting right colours by game. Alpha chanell is what we need. It's specular map, but it is so lighting (then in BO weapons looks like laminated, I think).
''How to search detail:''


[[File:mw2_colormaps_3.jpg|400px]]
Probably, I have explained in old tutorial about seaching name in extracted .ff's. You can use it, of course.
But most easy way is to get it by reading names of detail and watching on SS of gun which you need. Detail names are readable, so it's no hard to find right image too.


Now go to Image -> Adjustments -> Hue/Saturation and make it less lighting.
Btw, you can choose any from these ways :)


[[File:mw2_colormaps_4.jpg|400px]]
==Specular / Cosine maps==


Copy RGB and past on alpha chanell (because we cant change lightness of alpha chanell manually (or I'm just idiot)).
Step by step.
Now to go Layers palette and combine background and new layer (which we pasted). For that choose both and press ctrl+E. Save it as DDS and again manual convert to iwi.  


For 1st get specular map. Now you going to open it. Choose RGB and save as blablabla_spc.<anyformat> . Use 24 bit. Choose Aplha 1 and change Mod to Grayscale (for saving your HDD place :D). You're free past it on RGB, combine layers as well too.


==Advance==


{{note|''For made it you should know "a bit" more, like what fast file is and how to dump it.''}}
Now you have to do 2 different ways - for black ops and for MW/MW2.  


*I tested a lot and all works fine, before I tried MW2 AK-47 and Kriss Vector.
*I seaching second spc, but there isn't! thought that there is engine transform and ect, but I also thought about materials, and go to check it.
*I dump common.ff and common_mp.ff and start seach it and got it! AK used detailed map - detail_kaki_paint.iwi, which I take and try combine images again. Let's see what to do now.


''I wont explain how to dump ff, there is a lot of tutorial about it. All what you need - open unpacked .ff and seach smth like weapon_ak_tactical (name of colour maps) in hex and find material offsets. Usually there is few materials, read carefuly.''
'''MW 1/2:'''


''Code example:''
Save result as blablabla_cos.<anyformat>


<pre>...яяяяweapon_ak_tactical_col.........DXT5....юяяя........ё*..ё*..Ђ.Ђ.....яяяя'''detail_kaki_paint'''</pre>
'''Black Ops:'''


Before saving reduce brightness, about -70 - -100. By that you'll get useful cosine, because in BO it's too white. After that save it as blablabla_cos.<anyformat>.


We need colour + our new detail_kaki_paint. Convert it to .DDS and go to Photoshop. Now remember: Apply image work only with images with simple size, then we open kaki paint and go to Image - Image size. Setup it as colour map size (usually 1024x1024). Now choose colour map and go to Image -> Apply image again.
==Normal Maps==


Nothing need to change.


You'll see how grey colour changed on new, choclate (?). But it's not right, MW2 has less strong colour. Now we should change '''Blending type''' .  
You can use fake .tga and dds2iwi.exe, or use action file for PS which'll convert NML to standart view.  


Simple work with BO (there is some weapons with detailed map too, like AUG).
Action file can be found [http://wiki.modsrepository.com/codbo_files/COD_NML_ACT.rar HERE]. (Probably, I found it myself, but sometiles ago 1 man send me a link on already done tutorial about it. Only 1 problem was that action file was a bit wrong, so I still prefer my. Remember that you cant get 100% simply NML from this action file, blue channel have some differents).
 
''I still cant get "copy", but smth like very very very looks like MW2. maybe I lost something, would be happy if someone finish my work, because I never was good in it.''


==Examples==
==Examples==
Line 82: Line 76:
==Author==
==Author==


--[[User:Sanya|Sanya]] 12:05, 31 March 2011 (IST)
[[Call of Duty 4: Textures|Specular / Cosine maps ideas]] based around work of Mark Douma alias NSGod
 
--[[User:Sanya|Sanya]] 06:53, 23 July 2011 (IST)
 




Thanks and I hope it was useful for you.


[[Category:Call of Duty 4]]
[[Category:Call of Duty 4]]
[[Category:Texturing]]
[[Category:Texturing]]
[[Category:Call of Duty 7]]
[[Category:Call of Duty 7]]

Latest revision as of 19:12, 12 September 2011

In this tutorial I wound try explain how to get correct colour maps from MW2 and Black Ops + specular/normal maps porting

Foreword

Before reading this tutorial read [1] old one.


A long time I'm interest how to get right colour maps in Modern Warfare 2 and Black Ops later. Fully understanding take 2 month (finish my ideas in may, but for some reason release it only now) and, I hope, it's ok :)

Let's tutorial begin?

Getting right colour map

As I wrote sometime ago, there is ways with combining colour+spec, colour+detail. But I had re-mind all, and now it should be right, no more shit.

BO:

Almost of images have combining by spc+col. Only some of them - col+detail (AUG, for example).

UPD:

Hm, lol. When I think that it's over, I open funny things again. Not sure, but it looks like in BO there is second way for get right colour is combine colour map with itself. Just open colour map: Image-> Alpply Image and enable mask and WOOP!, we get smth like it should be. Which way is right? I dont know and have no clue, so, I just notice about it and hope that later it will be found as well basic of that tutorial.

MW2:

As I wrote there is 2 spec file. I don't mind why it's here about month (thinking that there is just one added by mistake, as well). After idea just comes in my head and I check it. Different SPC for different materials. Example:

MP5k has 2 specular maps. 1 of them used for iron sight, second for another parts. This way used not only for weapons, but for a players as well too (and almostly for players).

Ok, now by algorithm:

  • Check Aplha 1 layer. If there is nothing (layer is white), then image dont use combining method, result given by specular map and some extra options in asset manager.
  • If there is Alpha 1 layer and it's ok - notice which colour you have in game. Depends by that you choose detail map, which you'll combine with colour (probably, you can use different ones for different effects, for example Vector used brown detail, but on one SP mission - black, so you can get a real colour, but also some advanced). In MW2 you needn't combine col+spec, it doesnt use there.
  • Next step. Combine by Image -> Apply image. Use different sett-s and watch preview result. Do not forget enable "Mask" option.
  • Follow by that you'll get right colour for colour map.

How to search detail:

Probably, I have explained in old tutorial about seaching name in extracted .ff's. You can use it, of course. But most easy way is to get it by reading names of detail and watching on SS of gun which you need. Detail names are readable, so it's no hard to find right image too.

Btw, you can choose any from these ways :)

Specular / Cosine maps

Step by step.

For 1st get specular map. Now you going to open it. Choose RGB and save as blablabla_spc.<anyformat> . Use 24 bit. Choose Aplha 1 and change Mod to Grayscale (for saving your HDD place :D). You're free past it on RGB, combine layers as well too.


Now you have to do 2 different ways - for black ops and for MW/MW2.


MW 1/2:

Save result as blablabla_cos.<anyformat>

Black Ops:

Before saving reduce brightness, about -70 - -100. By that you'll get useful cosine, because in BO it's too white. After that save it as blablabla_cos.<anyformat>.

Normal Maps

Nothing need to change.

You can use fake .tga and dds2iwi.exe, or use action file for PS which'll convert NML to standart view.

Action file can be found HERE. (Probably, I found it myself, but sometiles ago 1 man send me a link on already done tutorial about it. Only 1 problem was that action file was a bit wrong, so I still prefer my. Remember that you cant get 100% simply NML from this action file, blue channel have some differents).

Examples

Author

Specular / Cosine maps ideas based around work of Mark Douma alias NSGod

--Sanya 06:53, 23 July 2011 (IST)


e-mail: [email protected]