I wrote this to help fellow modders understand how the texturing system works in sins. It is long overdue.
Edited to incorporate the changes that came as of patch 1.12, and Entrenchment.You will need ether Adobe Photoshop, or Jasc Paint Shop Pro with the nvidia dds plugins, or any image editor that can open, view, and edit the .dds format to view/edit any sins texture. I use Adobe Photoshop 7 to write this. I am assuming modders know how to edit the color channels in an image. BACK UP any Sins texture you wish to edit.In Sins a particular model can use up to 3 texture sheets with a naming convention as follows.For example the Kol Battleship uses 3 textures. The primary color texture would be "CapitalTechBattleship-cl.dds". You will also see 2 other textures like "CapitalTechBattleship-nm.dds. This would be the Kols "normal", or "bump map". There is a 3rd texture for the kol called "CapitalTechBattleship-da.dds". This is the texture that makes all the nifty lighting fx, and we will get into that as you read on. The "-cl.dds": This is the color, or diffuse texture, and one that would show the ships colors as they would normally appear in game. Open the file in photoshop, or paint shop pro, and view the "channels". You have your normal red, green, and blue channels. These channels you normaly dont touch, However you have a 4th channel, an "alpha" channel. The alpha channel represents the "specular map" of the ship in Sins, and it is how the ship gets that shiny metallic look to it. This is a grayscale image. The lighter areas are more shiny with white being the shinyest while dark is dull areas with black as being no shine at all. The Alpha channel is the only channel that would need editing in a "-cl" file after your texture is created. As of patch 1.12 the Alpha channel now represents the "Team Colors".The "-nm.dds": This is the normal, or "bump" map it is a grayscale image that simulates raised, and lowered areas on the model with shadows that change depending on the direction of the light source. You can create your own normal maps using the nvidia dds tools provided with the plugins. On a bump map white is a raised area. While black is a lowered, or indented surface. Channels do not need to be edited individually since it is a grayscale image. I forgot to mention that the dev's duplicate the Red channel and use it as the Alpha channel. If the normal map has no alpha then the model has wierd effects in game. Just duplicate the Red channel and rename it to Alpha.The "-da.dds" : This is where things get very interesting. The "da" file means "data". As in your luminosity, or light map, team color, "bloom" ,and reflective surfaces. This is an RGB+ alpha image (red, green, blue, and alpha channels) Each channel represents a certain aspect of the model. You will need to view, and edit each color channel individually, because each color channel has a different effect. The Red channel is the "team color" channel. This is what surfaces should display team colors of your fleet. As of patch 1.12, and Entrenchment the Red channel now represents the Specular map of the model.The Green channel is your luminosity or light map. This is what areas of your model that should be "lit up" or, illuminating. The Blue channel is your "Reflective" channel. As in "chrome", or mirror like surfaces that will reflect the space around them just like a mirror. Finally the Alpha channel. this is identical to a light, or lumiosity map. However the lit surfaces will cast a "bloom", or aura effect around it. As with other images the whiter the surface the brighter with white being the brightest. Darker has a dimming effect with black being no effects at all.
Very helpful! although i think the -cl.dds alpha channel is for the team colour, and the red channel in -da.dds is for the specular.
bump another handy little tutorial.
The tutorial is out of date. As of patch 1.12, and Entrenchment they changed how some of the textures work. I corrected the main topic to reflect this, but ill go over the changes here.
In the -cl texture the Alpha channel is now the Team Color.
The -nm, or normal maps remain unchanged.
The -da textures Red channel is now the specular map. I dont know why they swapped the specular channels out with the team color channel, but it was "supposed" to increase performance.
I believe the original guys at google used gimp to create their logo
and gimp is much older than photoshop (nvm apparently photoshop started in 1990 and gimp in 1995)
what about the -bm file types?
-bm's (or bump maps) seem to be just like normal maps. I dont know why the red channel is all white. I have not experimented with these yet, They seem pretty self explanatory when you look at the color channels, but i am not sure about the all white red channel. Play around with them and see what each channel does.
Could this get re-updated please? I modded the graphics for an Entrenchment 1.03 mod and it did NOT look correct using the following:
Content Sins File ChannelDiffuse Red *-cl RDiffuse Green *-cl GDiffuse Blue *-cl BTeam Colors *-cl ASpecular *-da RLuminosity/Light *-da GReflectivity *-da BBloom *-da ANormal Map *-nm grayBump Map *-nm A
The above DOES work, BUT the normal map MUST be in RGB mode and you should not have a completely black/empty red channel in the -da data map... Whoops...
are you sure Bump map is the -nm Alpha? I though that the red channel was duplicated into the alpha because of a bit width issue in the red channel for compresion reasons (see the IC docs, but essentially DXTC compression uses more bits for green and blue and alpha, the red channel gets fewer bits because of a decision based on the fact that we have less red receptors in our eyes and wouldn't notice the difference)
From my experience I must say (take a look at the asteroid dds textures as example) the normalmaps are standard normalmaps where the red channel is cut out and pasted in the alpha channel. But you need (as said above) to use the nvcompress tool and specify "nvcompress -b3cn -rgb filename.orig filename.dds" for it being compressed as normalmap (check for spelling or syntax errors please - I'm at work ATM, having lunch, so cannot look it up)
Honestly, I am a bit confused as to how you can even have both a normal map and a bump map applied to the same model... It looks alright doing what I did, but I'm quite happy to mess around some to try and make them look better if I have miss-mapped how the different channels from the various textures should be transfered/copied.
Also, what's with nvcompress?I got a nvdxt.exe from the NVIDIA tools downloads, but I have not seen nvcompress. How does it work? Will Sins use it correctly? Smaller/compressed textures would be great!
Sorry to have taken so long,
First, Sins can use both, grayscale maps (heightmap/bumpmaps, they are converted to normalmaps by the engine in runtime) and real normalmaps (with the information from the red channel put into the alpha channel, compressed as dxt5 with interpolated alpha)
I prefer real normalmaps, as that has much greater control over the vector information compared to a heightmap.
As tools I use the nvidia plugins for photoshop but there are standalone tools:
http://developer.nvidia.com/object/nv_texture_tools.html
If you got the proper gfx card, better use the GPU-Accelerated Texture Compression unless you got Photoshop or Gimp, then you can use the plugins for them (listed on the first linked page)
But do not forget, always copy the red channel into the alpha, leaving the red channel white.
Nice help, thanks, but i have one question: In which format type do i have to save the .dds? There are 30 different types in the Nvidia plugin for PS...
I have that stars and planets textures mod and want to change the star textures abit (still more looks like a planet than a star).
Also the starfield is pretty buggy, i can see the lines (or "scars") of the field texture....
Generally what is used DXT 5 RGB 8bpp for cl & da DXT 5 nm 8bpp for nm, but I believe DXT 3 can also work.
Not sure about the star field lines. Do you mean the skybox textures? It could be something to do with how the tangents are done on the skybox mesh.
starfield.dds is the skybox texture. This black one that's called deep space i believe.
However i mean i can see in game where the texture reiterates. There is no clean flow image in the skybox. I think i better make a screenshot...
And what's with MIP maps?
Generate MIP maps?
Use existing?
or No MIP maps?
Mipmaps basically are used in conjunction with any textures that you zoom in and out on. They adjust how a texture looks at different zoom distances. I am not sure whether they are needed for skybox texture's. At a guess I'd say not, but you definitely need them for Star, Planet, Ship & Structure textures, and I would say a lot of the effects.
The seam you are seeing is most likely where the flat texture canvas edges meet in 3D space. These boundaries can be quite tricky, and can have as much to do with how the mesh is UV mapped as to how the texture boundaries are done to match up. PS does have 3D shape functionality, and there are other programs that enable you to paint on 3D objects, but to be honest its not something I have any real experience with.
The best suggestion i can offer about the formats is to experiment with each, and see which one works for you. I tried dxt3, and it failed for what i needed, because i needed transparancy, and the alpha in dxt3 doesnt provide that. So i save everything in dxt5.
Mip maps are used mainly for ships, structures, particles, and map objects. The the more you zoom out the lower level of detail mip map is used increasing video performance. Objects like the UI, skybox, and starmaps dont need any mip maps because you dont zoom out on those objects.
The nasty seem at the skybox boundry edge i have the same problem with. What i do is try to hand draw , and use smudge tool in photoshop to try, and blend it in, or you can use superzeros suggestion.
I prefer the clone tool on lowish opacity, less bluring and you have more control.
Why the heck are my textures now mottled after saving them as dxt5? ??
UV's perhaps. Do you mean parts of the texture are showing up in odd locations? Or are you referring to the quality of the textures.
The half of the texture is gone.
from texture of every size that i save....
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