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 Post subject: Creating Normal Maps for Existing FP Models
 Post Posted: Mon Sep 16, 2019 6:30 pm 

Joined: Mon Jan 27, 2014 12:36 pm
Posts: 2758
Location: Ontario, Canada
SLAMT1LT has recently added some cool "bump" maps to his tables for use with BAM.
Here is how he did it.
See Videos below.

here is TerryRed's demonstration of this

and here is a demo by SLAM

1. Go to Existing table and select a model. Make note of the models name and its textures name.

2. Go to model manager in table editor and export that model to a folder of your choosing.

3.Go to texture manager in table editor and export that texture to the same folder

4.Load FP Model editor program and open your model. Export the "ms3d file" to your folder

5.Load a program like milk shape 3d and open your "ms3d" model and then simply export as a wavefront "obj" file type

6. Go to
and import your obj file and your texture (in two places, the left box as a "height map" and on the right load "diffuse map")

7. Select "Scharr Filter" , Strength 1.61, Level 10, Blur/sharp -1 (you can play with these numbers...but this gives a map file similar to SLAM's I believe...)

8. Select Normal Map at bottom centre, jpg, 95 -100 % quality, and then click on Download. copy the normal map file from you download folder into your chosen folder.

9. Rename your original texture "whatever-ColorMap" and your normal map jpg file "whatever-NormalMap".

10. Now you can load your model and these two textures into any table.
Assign the "whatever-ColorMap" texture to your model as per usual.
And assign the "whatever-NormalMap" texture to a surface as in video. Doesn't matter the name of the "surface" and you can assign to "top texture" , "side texture" or "enamel map" it doesn't matter.

11. Save table and exit table and exit FP. Reload and it should work.

12. Normal maps are only seen with BAM "new renderer "on

Sorry the recording program stopped so, I had to use 2 videos.

Part 1

Part 2

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