
Questions about SimConnect can be posted in the SimConnect forum.Īny other question that is not specific to an aspect of development or tool can be posted in the General chat forum.īy following these guidelines we make sure that the forums remain easy to read for everybody and also that the right people can find your post to answer it.Questions about terrain design can be posted in the FS2020 terrain design forum.Once airport development tools have been updated for FS2020 you can post tool speciifc questions in the subforums of those tools as well of course. Questions about airport design can be posted in the FS2020 airport design forum.Questions about aircraft design can be posted in the Aircraft design forum.Either post them in the subforum of the modelling tool you use or in the general forum if they are general. Questions about making 3D assets can be posted in the 3D asset design forum.Tag FS2020 specific questions with the MSFS2020 tag.So therefore we would like to ask you all to use the following guidelines when posting your questions: But having all questions about FS2020 in one forum becomes a bit messy. We dont need an extra normalmap for team2 skins.Which the release of FS2020 we see an explosition of activity on the forun and of course we are very happy to see this.

Here you can see how you can reuse normalmaps. Set mat_normalmap human/units/legionnaire/heavy_512_normalmap.tga Set mat_normalmap textures/terrain/tiledgrassroads/nm_stoneroad_normalmap.tga Simply name your normalmap picture: zomg_normalmap.tga and place it in the same folder as the base texture.Īdd the line set mat_normalmap, where location is relative to the 'game' folder. Lets say we have a zomg.tga base texture.


WTH, its too bright! yeah.another vid_realbright issue.Īnyway, so I decided to darken the the texture a bit, so it looks okay with vid_realbright: The infamous nm_stoneroad.tga from the tiledgrassroads set: So I have decided to work with one of the most ugly textures in Savage. because Silverback doesnt give me much options to clip terrain chunks.but thats another story. Lately I have implemented terrain shading. I usually use either the NVidia Plugin for Photoshop: The default settings anyway are not really perfect for any surface and are implied as a beginning stage for typical guide creation. Where each channel (RGB) represents a dimension (XYZ).ġst of all you need some tools to create normalmaps out of a heightmap: Quick and easy: A normalmap is nothing more than an image, thats doesnt store color information, but slopes, So if you want to do some texturing we hope this helps.Ģ different tools, 2 differents heightmaps, same parallax paramaters -> different result:
Crazy bump save as how to#
This is a tutorial originally written by Case on how to create normalmaps for XR.
