Post by infernalworksarchive on Nov 10, 2019 10:22:50 GMT
Aug 06, 2017
Noble Swordsman
Thread:
Right now I don't have the permission to create threads in the tutorial section, so I'll do it here.
This thread should serve as small guide for starters. Epecially for people who are like I was as I knew absolute nothing on textures. So here we go:
- Texture File Types -
These are the known types in Devil May Cry 4: Special Edition:
3 main types:
xNameX_BM.tex - Diffusion Map
xNameX_MM.tex - Specular Map
xNameX_NM.tex - Normal Map
and a special type:
xNameX_TM.tex - Emissive Map
The last 2 or 3 letters in the filer name are indicating the texture type.
- Texture Types -
I'll use Vergil's coat textures as an example:
- Diffuse Maps -
A diffuse map is a texture that defines a surface's main colour. This is what you will perceive as a "main texture", as it is the one that draws it's immediate attention to the eye. In games a Diffuse Map usually means the color texture. Also called an Albedo map.
This map generally only represents the base colors. If diffuse is the only map being used, light, shadow and highlights can be used to simulate the effects of more complex shaders. In such shaders, less to no lighting information is present in the diffuse, because those effects come from the contribution of other map types, such as Specular maps and/or Normal maps.
pl030_coat_BM.dds is the files name. With the FluffyQuack's ARCtool you can extract .tex files to get .dds files. While extracting the tool will also generate a .txt file. This file shows some information about the data:
wrote:
TEX
Texversion=DMC4SE
Textype=19
Width=4096
Height=4096
Mips=12
Uint1=536903838
Byte1=1
Byte2=1
Byte3=0
DDSFormat=DXT1
Important is here the information "DDSFormat=DXT1". This indicates the compression type. But I will get into that later.
- Specular Color Map -
A texture that controls the intensity/color of the specular highlights from real-time lights.
Usually a specular map simply controls the brightness of the highlights, at a per-pixel level. If the shader supports RGB the specular map can be used to colorize specular highlights, useful for surfaces that have more complex reflective properties like metals, beetle shells, etc.
Sometimes a shader will also support per-pixel control for the width or power of the specular highlights, this is often called the Specular gloss map.
This is the extracted information from pl030_coat_MM.tex:
wrote:
TEX
Texversion=DMC4SE
Textype=25
Width=2048
Height=2048
Mips=11
Uint1=536903838
Byte1=1
Byte2=1
Byte3=0
DDSFormat=ATI1
- Normal Map -
A normal map is commonly used to fake high-resolution details on a low-resolution model. Each pixel of the map stores the surface slope of the original high-res mesh at that point. This creates the illusion of more surface detail or better curvature. However, the silhouette of the model doesn't change.
This is the extracted information from pl030_coat_NM.tex:
wrote:
TEX
Texversion=DMC4SE
Textype=31
Width=4096
Height=4096
Mips=12
Uint1=536903838
Byte1=1
Byte2=1
Byte3=0
DDSFormat=3Dc/ATI2
The following type is less common and more special:
- Emissive Map -
A texture that receives no lighting, so the pixels are shown at full intensity. Also called a Fullbright Map, Glow Map, Incandescence Map, or Self-Illumination Map. This is used for a glow in the dark effect, but does not emit light onto adjacent surfaces.
This can be used alongside a Diffuse map to add a glow effect, such as magic runes on a sword or the heated material on a torch.
This is the extracted information from pl032_body_TM.tex:
wrote:
TEX
Texversion=DMC4SE
Textype=25
Width=2048
Height=2048
Mips=11
Uint1=536903838
Byte1=1
Byte2=1
Byte3=0
DDSFormat=ATI1
- Unknown Types -
- Unkown Type 1 -
The following texture is from Vergil DMC3 Devil Trigger:
The files name is pl032_body_CMM.tex.
wrote:
TEX
Texversion=DMC4SE
Textype=19
Width=2048
Height=2048
Mips=11
Uint1=536903838
Byte1=1
Byte2=1
Byte3=0
DDSFormat=DXT1
- Unkown Type 2 -
This file has been extracted from main02_NOMIP.tex.
wrote:
TEX
Texversion=DMC4SE
Textype=7
Width=1536
Height=1536
Mips=11
Uint1=536903838
Byte1=1
Byte2=1
Byte3=0
DDSFormat=RGBA
These types are currently not known to me. So if anyone know what kind of type these are, then let me know an I will update this post as soon as possible.
- Compression Types -
- DirectDraw Surface -
The DirectDraw Surface container file format (uses the filename extension DDS), is a Microsoft format for storing data compressed with the proprietary S3 Texture Compression (S3TC) algorithm, which can be decompressed in hardware by GPUs. This makes the format useful for storing graphical textures and cubic environment maps as a data file, both compressed and uncompressed. The Microsoft Windows file extension for this data format is ".dds".
You can open .dds files in Photoshop with NVIDIA DDS plug-in or Intel Texture Works Plugin.
Devil May Cry 4: Special Edition works with different kind of compressions:
- DXT1 and DXT 5 -
These are mostly used with Diffuse Maps in BM textures. DXT5 is for images or textures with alpha channel (transparent elements or backrounds). CMM files are also using this type of compression.
DXT1 is also known as BC1. DXT5 is also known as BC3.
- ATI1 or BC4 -
These are used with gray scale Specular Maps in MM and TM texture files.
- 3Dc/ATI2 or BC5 -
These are used with Normal Maps in NM texture files.
- RGBA -
This type of compression is used in files like those for the weapon icons. One example is Dante's main02_NOMIP.tex file.
- Tools -
- ARC Tool -
FluffyQuack's ARCtool
- Plugins for Photoshop -
NVIDIA DDS plug-in
Intel Texture Works Plugin.
- Texture Generators -
AwesomeBump
CrazyBump
InsaneBump
- Other Tools -
The Compressonator
- Useful Links -
DMC4SE Editing Textures Tutorial Basic
Creating specular map – photoshop tutorial
Creating bump maps – photoshop tutorial
- Sources -
en.wikipedia.org/wiki/S3_Texture_Compression
wiki.polycount.com/wiki/Category:TextureTypes
wiki.splashdamage.com/index.php/Category:Textures
This thread should serve as small guide for starters. Epecially for people who are like I was as I knew absolute nothing on textures. So here we go:
- Texture File Types -
These are the known types in Devil May Cry 4: Special Edition:
3 main types:
xNameX_BM.tex - Diffusion Map
xNameX_MM.tex - Specular Map
xNameX_NM.tex - Normal Map
and a special type:
xNameX_TM.tex - Emissive Map
The last 2 or 3 letters in the filer name are indicating the texture type.
- Texture Types -
I'll use Vergil's coat textures as an example:
- Diffuse Maps -
A diffuse map is a texture that defines a surface's main colour. This is what you will perceive as a "main texture", as it is the one that draws it's immediate attention to the eye. In games a Diffuse Map usually means the color texture. Also called an Albedo map.
This map generally only represents the base colors. If diffuse is the only map being used, light, shadow and highlights can be used to simulate the effects of more complex shaders. In such shaders, less to no lighting information is present in the diffuse, because those effects come from the contribution of other map types, such as Specular maps and/or Normal maps.
pl030_coat_BM.dds is the files name. With the FluffyQuack's ARCtool you can extract .tex files to get .dds files. While extracting the tool will also generate a .txt file. This file shows some information about the data:
wrote:
TEX
Texversion=DMC4SE
Textype=19
Width=4096
Height=4096
Mips=12
Uint1=536903838
Byte1=1
Byte2=1
Byte3=0
DDSFormat=DXT1
Important is here the information "DDSFormat=DXT1". This indicates the compression type. But I will get into that later.
- Specular Color Map -
A texture that controls the intensity/color of the specular highlights from real-time lights.
Usually a specular map simply controls the brightness of the highlights, at a per-pixel level. If the shader supports RGB the specular map can be used to colorize specular highlights, useful for surfaces that have more complex reflective properties like metals, beetle shells, etc.
Sometimes a shader will also support per-pixel control for the width or power of the specular highlights, this is often called the Specular gloss map.
This is the extracted information from pl030_coat_MM.tex:
wrote:
TEX
Texversion=DMC4SE
Textype=25
Width=2048
Height=2048
Mips=11
Uint1=536903838
Byte1=1
Byte2=1
Byte3=0
DDSFormat=ATI1
- Normal Map -
A normal map is commonly used to fake high-resolution details on a low-resolution model. Each pixel of the map stores the surface slope of the original high-res mesh at that point. This creates the illusion of more surface detail or better curvature. However, the silhouette of the model doesn't change.
This is the extracted information from pl030_coat_NM.tex:
wrote:
TEX
Texversion=DMC4SE
Textype=31
Width=4096
Height=4096
Mips=12
Uint1=536903838
Byte1=1
Byte2=1
Byte3=0
DDSFormat=3Dc/ATI2
The following type is less common and more special:
- Emissive Map -
A texture that receives no lighting, so the pixels are shown at full intensity. Also called a Fullbright Map, Glow Map, Incandescence Map, or Self-Illumination Map. This is used for a glow in the dark effect, but does not emit light onto adjacent surfaces.
This can be used alongside a Diffuse map to add a glow effect, such as magic runes on a sword or the heated material on a torch.
This is the extracted information from pl032_body_TM.tex:
wrote:
TEX
Texversion=DMC4SE
Textype=25
Width=2048
Height=2048
Mips=11
Uint1=536903838
Byte1=1
Byte2=1
Byte3=0
DDSFormat=ATI1
- Unknown Types -
- Unkown Type 1 -
The following texture is from Vergil DMC3 Devil Trigger:
The files name is pl032_body_CMM.tex.
wrote:
TEX
Texversion=DMC4SE
Textype=19
Width=2048
Height=2048
Mips=11
Uint1=536903838
Byte1=1
Byte2=1
Byte3=0
DDSFormat=DXT1
- Unkown Type 2 -
This file has been extracted from main02_NOMIP.tex.
wrote:
TEX
Texversion=DMC4SE
Textype=7
Width=1536
Height=1536
Mips=11
Uint1=536903838
Byte1=1
Byte2=1
Byte3=0
DDSFormat=RGBA
These types are currently not known to me. So if anyone know what kind of type these are, then let me know an I will update this post as soon as possible.
- Compression Types -
- DirectDraw Surface -
The DirectDraw Surface container file format (uses the filename extension DDS), is a Microsoft format for storing data compressed with the proprietary S3 Texture Compression (S3TC) algorithm, which can be decompressed in hardware by GPUs. This makes the format useful for storing graphical textures and cubic environment maps as a data file, both compressed and uncompressed. The Microsoft Windows file extension for this data format is ".dds".
You can open .dds files in Photoshop with NVIDIA DDS plug-in or Intel Texture Works Plugin.
Devil May Cry 4: Special Edition works with different kind of compressions:
- DXT1 and DXT 5 -
These are mostly used with Diffuse Maps in BM textures. DXT5 is for images or textures with alpha channel (transparent elements or backrounds). CMM files are also using this type of compression.
DXT1 is also known as BC1. DXT5 is also known as BC3.
- ATI1 or BC4 -
These are used with gray scale Specular Maps in MM and TM texture files.
- 3Dc/ATI2 or BC5 -
These are used with Normal Maps in NM texture files.
- RGBA -
This type of compression is used in files like those for the weapon icons. One example is Dante's main02_NOMIP.tex file.
- Tools -
- ARC Tool -
FluffyQuack's ARCtool
- Plugins for Photoshop -
NVIDIA DDS plug-in
Intel Texture Works Plugin.
- Texture Generators -
AwesomeBump
CrazyBump
InsaneBump
- Other Tools -
The Compressonator
- Useful Links -
DMC4SE Editing Textures Tutorial Basic
Creating specular map – photoshop tutorial
Creating bump maps – photoshop tutorial
- Sources -
en.wikipedia.org/wiki/S3_Texture_Compression
wiki.polycount.com/wiki/Category:TextureTypes
wiki.splashdamage.com/index.php/Category:Textures