First, I want to make something clear. This is not for everyone.
To someone it will work with four textures (_D,_D2,_S,_N) and to someone not.
I know that there is a lot of normal mapping tutorials but this is something different.
So let's start.
1. First you need to know on what model you want to do a normal mapping. I will do it on WW2 cylindera (barrel).
Then you need to find entitys
FPE/FPS file. Mine is located in
Files\entitybank\ww2\furnitureb
Open FPE/FPS file and locate a path to a texture. It should be something like this:
2. Go where your texture file (
.dds) is and open it with paint software, I'm using GIMP. You can use Photoshop, Paint.net etc (software must have a
normalmap and dds plugin because we will need it later). If you don't have normalmap and dds plugin for GIMP/any software you are using, Google it and download.
So back to the tutorial. Open your
texture_D2.dds with GIMP and
click
File->Export... and now
delete the "D2" and except that write
only "D" and save in the same folder where
texture_D2.dds is:
So now we have two same textures in the folder, one is called
texture_D.dds and the second
texture_D2.dds.
3. Now your gimp should be still opened with
_D.dds texture. Go to
Colors->Desaturate... and choose Average.

Now again go to
Colors->Brightness-Contrast and pull the sliders up until the pic looks... I don't know, nice.
Now go to
File->Export... and save it as
texture_S.dds.
You now have three textures in your folder,
_D2.dds, _D.dds and _S.dds.
4. You should still have your
texture_S.dds opened. Now click the
Undo History (mine is on right side of the screen) and click on "
Desaturate". It will take you back when you desaturated. If you closed your GIMP load
_D2.dds texture and apply
Desaturation again (Colors->Desaturate...).
Now when you have your texture desaturated, go to
Filters->Map->Normalmap.
Now you have some options in Normalmap. Play with them and see which fits you best.
I like to set-
Filter: Sobel 3x3 and then play with the scale.
The bigger scale is, more "elevated" will the texture be.
When you choosed your options, press OK. Your texture will turn blue. Go to
File->Export... and change name to
texture_N.dds. Save it.
Now you have four textures in your folder.
5. This is not a step, this is an explanation. Now according to other normal mapping tutorials, four textures are enough. It wasn't enough for me. If you followed other tutorials with four textures and your normal mapping didn't react in FPSC, you are looking at the right tutorial. Go to step 6. to continue.
6. Load your
texture_D2.dds into GIMP again. Go to
Colors->Brightness-Contrast and slide them to the right until your texture gets stronger color. Click OK.
Now go to
File->Export... and save the texture as
texture_I.dds
You can close GIMP now.
Now you have
five textures in your folder.
Make sure your textures are in the same folder.
Now open your entitys FPS/FPE file and find where it says
textured. Change it to your
_D2.dds texture path.
You can change where it says effect for better look.
Bond1 has a good entity/segment shader (effect) that you can download for free (I am using it here.)
Now go to your FPSC, find your entity and test it. (Mine is dynamic entity.)
If you don't understand, tell me and I will make a video tutorial.
Check my website: https://sites.google.com/site/tonnygamemaker/home