scp_chaos1 Posted August 16, 2019 Posted August 16, 2019 I just got a new model of Wolfenstein II. It is a vehicle. Of course, for me it's a map_object. I have the car, but the truth is no idea that shader can fit. I will leave the textures below. It was literally the only thing I found. If anyone knows how the purple texture can be operated, please let me know.:In Noesis it looks like this:But in Wolfenstein II it looks:Here the images of the vehicle:If anyone knows how to treat this, please let me know. Smoo likes this
Droidy365 Posted August 16, 2019 Posted August 16, 2019 That looks like a Normal Mapping thing. No idea if that's possible under the JKA engine or not.
scp_chaos1 Posted August 16, 2019 Author Posted August 16, 2019 I think Szico VII knows how to do this. Too bad it almost doesn't connect anymore.
ooeJack Posted August 17, 2019 Posted August 17, 2019 Hiya scp_chaos1. I had a similar issue a long time ago. That purple stuff you got there is called a 'Normal Map'. I posted a topic here about how to get that working in JKA and I received the help I needed. Check it out here: https://jkhub.org/topic/8692-normal-maps-for-player-models/ I hope it helps you out! Jack
scp_chaos1 Posted August 17, 2019 Author Posted August 17, 2019 Something did not go well. Any texture artist interested in creating a ref based on the Normal_texture? Smoo likes this
Psyk0Sith Posted August 17, 2019 Posted August 17, 2019 It's impossible to achieve the same look. You are comparing a PBR engine with the old QuakeIII / JA engine, you will not be able to achieve the same result without proper capabilities from the game engine. Your best bet is to improve the texture yourself with what is provided and your own skills. Which means unless you know how to 1.texture and 2.work with the shader support provided in JA your chances of success are small.
scp_chaos1 Posted August 17, 2019 Author Posted August 17, 2019 I worked it at the time, this kind of models almost never use them. Due to the complication of textures.
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