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#1 |
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Hall Of Famer
Join Date: Feb 2002
Posts: 13,117
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Newer Brisbane Bandits Attempt
Here is an attempt on the updated Brisbane Bandits:
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#2 |
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Hall Of Famer
Join Date: Feb 2002
Posts: 13,117
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Can someone please explain to me how these textures work? Are they absolutely necessary? They take up a lot of room, and make things very confusing.
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#3 |
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Hall Of Famer
Join Date: May 2003
Location: Under The Christmas Fish
Posts: 7,712
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There are really only two files the game uses - the Diffuse Map (the plain, untextured jersey) and the Normal Map (the bluish/purplish version of the jersey).
How it works in-game: The Normal Map is used by the game to determine the relative height and depth of the jersey elements, so that elements that are sewn on like a wordmark or a name or number appear to be visibly "on top" of the jersey. It is the texture. The Diffuse Map is painted onto the Normal Map by the 3D engine. If you load a Diffuse Map without a corresponding Normal Map the jersey will look "flat" and it's a very clear difference. Normal Maps for OOTP are best generated from a grayscale Height Map using third party tools such as Materialize (I know you use a Mac and Materialize isn't an option for you). I won't go into that here as the Uniform Maker output contains information on how that works. Someday I would like to be able to automatically generate Normal Maps in the Uniform Maker but I still haven't figured out a good way of doing that. The Uniform Maker includes a "generic" Normal Map so you at least don't get a completely flat looking jersey. As a convenience, the Uniform Maker also includes a "textured" file, which is basically what we've always used with OOTP - shadows, fabric folds, etc. are static and already part of the file. So you have two options:
The primary difference between the Diffuse/Normal and Textured methods are that the former will allow for more realistic, dynamic lighting. The shadows and highlights are determined dynamically by the Normal Map instead of being static like they are in the Textured jersey. For your purposes, and for future-proofing as the in-game 3D evolves, I'd recommend posting the Diffuse Map, the Height Map and the generic Normal Map of the jerseys. Hopefully that makes sense. Last edited by eriqjaffe; 05-26-2022 at 10:49 AM. |
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#4 |
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Hall Of Famer
Join Date: Feb 2002
Posts: 13,117
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OK, so if I understand what you are saying correctly...these are the files (the ones above) I DON"T need. I need the plain uniform (no textures, wrinkles etc) and the purple file.
Is this correct? |
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#5 |
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Hall Of Famer
Join Date: May 2003
Location: Under The Christmas Fish
Posts: 7,712
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For your own personal use, sure. For purposes of distribution I'd go with the opposite and only post the plain uniform and the purple file.
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#6 |
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Hall Of Famer
Join Date: Feb 2002
Posts: 13,117
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OK...so then this should be OK for publishing?
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#7 |
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Hall Of Famer
Join Date: Feb 2002
Posts: 13,117
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or these?
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#8 |
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Hall Of Famer
Join Date: Feb 2002
Posts: 13,117
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Ok...I think I am getting the hang of it now..here is another I tried:
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#9 |
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Hall Of Famer
Join Date: May 2003
Location: Under The Christmas Fish
Posts: 7,712
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There you go. Another thing you can do is attach the .zip file that the app generates to the post, as long as it's less than 3mb. That way everything gets included.
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#10 |
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Major Leagues
Join Date: Jun 2016
Posts: 416
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So I cant seem to find the answer to this. Are all the Jerseys going to have to be this style of art work now. Instead of the old version of one file and not 3 (Jersey, Grey and Blue Files)
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#11 |
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Hall Of Famer
Join Date: May 2003
Location: Under The Christmas Fish
Posts: 7,712
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The old jerseys will still work, although not without some minor issues.
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#12 |
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Hall Of Famer
Join Date: Jun 2004
Posts: 8,736
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And the new style only uses two files, not three.
__________________
5000+ Generic Logos Free for the Taking FREE: Uniforms and logos for 500+ teams spanning 1871-present Great Lakes League: 10 Conferences, 100 Teams Pre-OOTP 23 Custom Cap & Jersey Template v3.0 by Deft and NoPepper (with layers from other various artists) that I use: Caps, Jerseys |
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#13 |
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Hall Of Famer
Join Date: May 2003
Location: Under The Christmas Fish
Posts: 7,712
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True, but the height map is useful for creating the displacement map.
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#14 |
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Hall Of Famer
Join Date: Jun 2004
Posts: 8,736
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True. Good point. I was just thinking about files actually used by the game.
__________________
5000+ Generic Logos Free for the Taking FREE: Uniforms and logos for 500+ teams spanning 1871-present Great Lakes League: 10 Conferences, 100 Teams Pre-OOTP 23 Custom Cap & Jersey Template v3.0 by Deft and NoPepper (with layers from other various artists) that I use: Caps, Jerseys |
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#15 |
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Major Leagues
Join Date: Jun 2016
Posts: 416
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Wow. . was hoping we didnt have to go to the new files. But I guess we do.
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#16 |
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Major Leagues
Join Date: Jun 2019
Posts: 374
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It really depends on how close up you want to see the players in 3D. If you watch the games from the default or wide cameras (or don't watch the games at all) the old jerseys are still good.
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