Normal and height maps for Unreal Tournament 99 and Unreal Gold for DirectX 11 Renderer.
They work with any texture pack !.
Normal and height maps for Unreal Tournament 99 and Unreal Gold for Unreal DirectX 11 Renderer
They work with any texture pack !
INSTALLATION
1. Make sure you installed at least version 1.5 of the DirectX 11 Renderer for UT, UG, Rune, DX. Lower versions than 1.5 will not work.
You will grab it from here: Moddb.com
2.Extract contents of 'Textures' folder to your Unreal Gold or UT99 'Textures' folder.
ADDITIONAL INFORMATION FOR MODDERS:
You can make your own maps for all of the supported games like: DeusEx, Rune ,Unreal Gold, Unreal Tournament and HarryPotter.(not KHG)
I made these from the original .utx files which come with the game.
Here is how to make them:
1.Use UCC to extract .utx archive into some folder.(ucc batchexport SomeTexture.utx texture bmp C:\SomeFolder)
2.Download Materialize - it's free material program for making height, normal, specular, etc maps.
3.Open extracted bmp texture file change it's contarast, remove light etc.
4.Create a height map on the left panel and save it with the S button. Height maps are used for ParallaxOcclusionMapping.
5.Create a normal map on the right panel and save it with the S button. Normal maps are used for bumpmapping and ssr's.
6.Open these files with paint.net and resave them as .height.dds and .bump.dds with Direct Draw Surface Format.
7.Remove dot path from file names and create a folder structure corresponding to this path.
For example Wall.BRIXK3 from Ancient.utx goes to Textures/Ancient/Wall/BRIXK3.height.dds and to Textures/Ancient/Wall/BRIXK3.bump.dds
8.Make sure to check maps in the live game. Do not make them for models,effects, skyboxes and make only .bump files for water bodies.
Awesome! <3
I need this when I have HD Texture Pack 3.0?
Yeah you do, along with D3D11 renderer. These are different things.
Nice preview picture, and although it doesn't come from you, but whoever programmed the reflectiveness of stuff; why in blazing hells is there a reflection on the ground?
That is clearly a stone road, stone roads like that don't have reflections!
It looks like it's a mirror sheen water surface now.
Yeah it does all come from me.
I programmed the renderer and made the maps !
I set here maximum SSRIntesity to show how normal map influence reflections so yeah it's over exaggerated.
However ,wet and polished cobble stones does reflect light.
For whatever reason, these do not work, I have everything enabled in D3D11 and I extracted the folders to Textures but still it just comes out zero. Are there any settings that I need to double check in the renderer?
Maybe try to give d3d11drv.dll full access privileges to files.
the files in my textures directory are UTX files and yours are not. it does not override anything. how do I use your maps
Yeah mine are .dds within the folders. Just use DirectX 11 renderer and they will work automatically.
do i extract textures folder in textures or copy textures folder in textures which one is true
Yeah extract contents of textures folder into game\textures folder or merge this textures folder with the game's one.
Having trouble following simple directions I guess. When I extract the contents of your texture folder, should there be another textures folder with all of the contents in the games texture folder?
No there should be only one texture folder. Just merge this texture folder with the game's texture folder.