MUA Material Editor

Started by nikita488, July 23, 2018, 11:11AM

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January 20, 2019, 04:01AM #60 Last Edit: January 20, 2019, 05:09AM by nikita488
It should work fine.
Also, it's looks like my steps on how to convert normal map texture to MUA format is not 100% correct. I read some info about DXT5nm here and:
QuoteDXT5nm is the same file format as DXT5 except before compression the red channel is moved into the alpha channel, the green channel is left as-is, and the red and blue channels are blanked with the same solid color.
So this looks like what MUA use. So i updated my tutorial:
How to convert to DXT5nm format:
To do this you need program that can modify channels. Open your Normal Map texture and modify channels like this:
1. Copy Red channel to Alpha channel.
2. Fill Red and Blue channels with black color.
3. Save your DDS in DXT5 format (NOT DXT5_NM).

Updated first post with all the new information that was found on the pages.

I save to DXT5 with Interpolated Alpha

Yes, this is correct method. The problem with saving in DXT5nm format is that it try to convert your texture to DXT5nm format, but i recommend doing this by hand using tutorial from above (copy RED channel to Alpha channel, NOT GREEN) and save in DXT5 and it should work just fine.

Nikita488, thank you!
It worked!
I followed your tutorial and now I can apply normal maps of green color and now there are no areas with excessive brightness.
Now I'm trying to unravel the secret of applying the environment map.
I'm using the CubeMap textures that you posted.
I do not know if I'm doing it the right way, because every time I try to apply the program, it has an error and closes.
Can you help me?
I did another demo video.

https://www.youtube.com/v/0wHXGRNb8m8

First tip: you don't need to resave env textures from .png to dds. Png should work fine.
About crashes... I need your model and textures so that i can test it on my side.

January 21, 2019, 01:26PM #66 Last Edit: January 21, 2019, 01:30PM by andersonbrazil
Quote from: nikita488 on January 21, 2019, 10:57AM
First tip: you don't need to resave env textures from .png to dds. Png should work fine.
About crashes... I need your model and textures so that i can test it on my side.

Hello nikita488!

I already sent the files to you by discord.
I thank you so much for your help.

Well, seems like Env map don't like DDS format so i recommend to just use PNG files from my archive for your Env Map and it should work fine.

Thanks for the help nikita488!
I can now use your tool fully.
I tried using it with alchemy 5 installed but it was not possible.
Can you help me with this?
I see the advances of mod tools on Alchemy 5, so I'm looking forward to fully migrating to it.

My tool won't work with Alchemy 5. For now the goal is to deprecate this tool and integrate this stuff in export plugin.

Quote from: nikita488 on March 07, 2019, 10:57PM
My tool won't work with Alchemy 5. For now the goal is to deprecate this tool and integrate this stuff in export plugin.

This news is great!
I'm looking forward to this advancement in moding tools.
Thanks for your effort nikita488.

:thumbsup2: :thumbsup2: :thumbsup2: :thumbsup2:


May 01, 2020, 10:40PM #71 Last Edit: June 18, 2020, 01:23PM by ak2yny
Quote from: nikita488 on July 23, 2018, 11:11AM
How to convert Normal Map texture to DXT5nm format that MUA use:
To do this you need program that can modify channels. Open your Normal Map texture and modify channels like this:
1. Copy Red channel to Alpha channel.
2. Fill Red and Blue channels with black color.
3. Save your DDS in DXT5 format (NOT DXT5_NM).

You know, GIMP can do that, but it's more like a workaround doing it, because you have to decompose the channels. But I wrote a script that makes it easier and converts the maps with a single click. So if you work with GIMP, here is an essential script for all skinners:

https://www.mediafire.com/file/iaqaa1u4ukzg75h/MUAnormal.scm/file

How To:
- Move .scm file to GIMPPortable\Data\.gimp\scripts (portaple version) or *User*\.gimp\scripts
- Open GIMP and go to Filters - Script-Fu - Refresh Filters and select.
- Follow instructions above, but instead of steps 1 and 2, just go to Script-Fu and select "MUA Normal Map Conversion".


You can even convert diffuse maps to MUA normal maps with GIMP. Just make sure you have the plugin installed: https://code.google.com/archive/p/gimp-normalmap/downloads
So here is a script that converts diffuse maps directly into MUA normal maps with a single click: http://www.mediafire.com/file/44b3sd9s92vmt4a/MUAnormfrdiff.scm/file
Works exactly like the other script, but instead of the normal map you use the diffuse map.
NOTE: This works for many diffuse maps, but for some skins with higher details it results in a bad normal map for MUA and gives annoying sparkles, especially with advanced lighting on. For a fix, undo two times, and edit the blue normal map: Try to blur out the parts with the high details. Then Use the "MUA Normal Map Conversion" script for the DXT5nm map.
Alternatively try the normalmap plugin directly on the diffuse map (although it sometimes works better on a gray image with higher contrast) and try different settings. And then use the "MUA Normal Map Conversion" script.


UPDATE:

A second script, which copies the blue channel to alpha instead of the red one:
https://www.mediafire.com/file/atbddwz0qb4otn2/MUAnormalBGR.scm/file

Check out this post, to see why I made it.

September 01, 2020, 07:35PM #72 Last Edit: September 01, 2020, 08:04PM by MarkV23
Just starting.
Error. Couldn't run because libIGExport.dll not found?
*EDIT. Nevermind. All this is way too over my head. I can't even play the game now with the missing lib errors.

Quote from: MarkV23 on September 01, 2020, 07:35PM
Just starting.
Error. Couldn't run because libIGExport.dll not found?
*EDIT. Nevermind. All this is way too over my head. I can't even play the game now with the missing lib errors.

If you're having trouble, you may need to copy the DLL files (except libIGCore.dll) from C:\Alchemy\DLL to your MUA Material Editor Folder. You can find more info here: https://marvelmods.com/forum/index.php/topic,10797.msg199005.html#msg199005

Quote from: BaconWizard17 on September 02, 2020, 04:10PM
If you're having trouble, you may need to copy the DLL files (except libIGCore.dll) from C:\Alchemy\DLL to your MUA Material Editor Folder. You can find more info here: https://marvelmods.com/forum/index.php/topic,10797.msg199005.html#msg199005
I have no alchemy. Nor can i find a link for it. in the tutorial lists.