Marvel Mods

XML and MUA - Common Items => Modding Tools => Topic started by: nikita488 on July 23, 2018, 11:11AM

Title: MUA Material Editor
Post by: nikita488 on July 23, 2018, 11:11AM
How to install:
1. Install Alchemy ArtistPack. You can find it here: http://marvelmods.com/forum/index.php/topic,8626.0.html (http://marvelmods.com/forum/index.php/topic,8626.0.html)
2. Install Visual C++ Redistributable x32(x86) You can find it here: https://support.microsoft.com/en-us/help/2977003/the-latest-supported-visual-c-downloads (https://support.microsoft.com/en-us/help/2977003/the-latest-supported-visual-c-downloads)
3. Download MUA Material Editor: Download (https://drive.google.com/open?id=1Jv6k2w6pmGtDhLIpPWtCMmAVsBRCWKW2)
4. Unpack and run MUAMaterialEditor.exe.
VirusTotal Scan (https://www.virustotal.com/#/file/27ee86187445149c9ab046ac052498eb74d5ed0daaf46785905c2d11e4c71d6e/detection)

How to use:
1. Run MUAMaterialEditor.exe as Administrator.
2. Click Browse button and select IGB File that you want to edit.
3. Click Load button and select Diffuse Texture from drop-down list that your geometry use.
4. Select Texture Map Type in drop-down list that you want to add to your geometry and click Browse button to select texture file.
5. Modify parameters. (MODIFY THEM ONLY IF YOU KNOW WHAY YOU'RE DOING! I set optimal parameters by default that you will need in 99% of time)
6. Click Apply button.
7. Repeat 3-6 steps to add another Texture Map to your geometry.
8. Click Save button and select location to save to.
Done!
(https://i.imgur.com/ytGn4KS.png)

Behind the Scenes:
MUA uses own shader to apply different texture maps on models using different UnitIDs and disable some of them when you turn off Advanced Lighting. That's why default Alchemy Shaders that IGB Exporter support don't work.
So the idea was to iterate through scene graph, find needed geometry by checking the diffuse texture name, add new igTextureBindAttr and igTextureStateAttr to attributes list of the geometry and set needed UnitID for both.

UnitIDs that MUA use with some notes:
0 - diffuse (DXT1)
1 - normal (DXT5nm). Normal Map texture has Alpha channel and Red and Blue channels are black. Texture is saved in DXT5 format. Read below on how to convert Normal Map texture to DXT5nm format. Also program will generate tangents and binormals for geometry that use Normal texture. This is necessary for the Normal Map to work.
2 - specular (DXT1). Works even when Advanced Lighting is disabled.
3 - reflection.
4 - reflection mask (DXT1). This is used to define where reflection should be applied.
5 - emissive (DXT1). This is used to define emmisive parts of texture. Also when "Fullscreen effects" is enabled, this texture will define what parts of texture should shine.
6 - unknown
7 - unknown (but this actually apply interesting effect to model)
8 - unknown
I extracted textures that Iron Man use, so this will help to understand how your textures should looks like: Download (https://drive.google.com/file/d/1o40iFA8h8q-BXdX3rTnlGduZmXF_zjlX/view)

Environment Map:
If you don't need custom cubemap textures, just use MUA ones: Download (https://drive.google.com/open?id=161A0xpfaja4OqOjjQPUocIqbfLK7fisc)
P.S. After some research i find out that geometry that has reflection use igShaderParametersAttr, that contains igShaderConstantBool("material.transparent") and igShaderConstantVector("material.reflectance"). It's looks like this is kind of expansion to igMaterialAttr and MUA shaders use this values. The problem is that this don't exist in Alchemy 2.5 and even 3.5, looks like this was added in 4.0. I will think of something in the future.

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).
Title: Re: MUA Material Editor
Post by: BaconWizard17 on July 23, 2018, 11:37AM
Wow! This is incredible! I don't think we've had any new software developed for this game in a long time. Way to go!
Title: Re: MUA Material Editor
Post by: thetommyboy2002 on July 24, 2018, 03:23AM
This looks very nice indeed.
Thank you.
I just wish No Mans Sky's big update wasn't today, but the second I grow even slightly bored with that, I will be exploring this in full.
Again, Thank You.
Title: Re: MUA Material Editor
Post by: nikita488 on July 24, 2018, 03:25AM
Let me know if you will have any problems. This is my first app so i don't know if i do everything right :P
Title: Re: MUA Material Editor
Post by: LarsAlexandersson on July 24, 2018, 04:28AM
XD We got a new programmer this year other than Kristan!! You are the first before Kris arrived, nikita. Nice!

EDIT: Wait the minute. Will this work on XML2 & MUA1RE too?
Title: Re: MUA Material Editor
Post by: nikita488 on July 24, 2018, 06:39AM
Nope, it using Alchemy 2.5 to load models. So it works only on models that you exported with 3ds max plugin. Also i don't think XML2 use any normal maps and etc.
Title: Re: MUA Material Editor
Post by: thetommyboy2002 on July 24, 2018, 07:44AM
It seems to work!
This is bloody amazing.
I need to do some testing to get the best results, but so far it's great to even be able to think about gloss, bump and specular after all these years.
I cannot say "thank you" enough times.
Title: Re: MUA Material Editor
Post by: nikita488 on July 24, 2018, 07:47AM
Hehe :) Right now i'm researching Environment Map, i hope we will be able to have reflections too.
Title: Re: MUA Material Editor
Post by: thetommyboy2002 on July 24, 2018, 08:00AM
Oh, I'm going to have to re-make pretty much everything I've ever done for this game... but it'll take some getting use to.
I seem to have picked up some bloom on my models I've tried so far, which may need me to rethink my export settings a bit.
This. Is. Huge/Awesome/Amaaaazing(delete as applicable).
I think I may be hyperventilating...
Title: Re: MUA Material Editor
Post by: nikita488 on July 24, 2018, 08:12AM
Bloom? That's maybe bacause you use Normal Map texture in such format:
(http://i.imgur.com/BqlMl1Fl.png)
You need to convert it to this format:
(https://i.imgur.com/sxvgFuxl.png)
Title: Re: MUA Material Editor
Post by: thetommyboy2002 on July 24, 2018, 08:28AM

Yes, converting to the green mode has helped. More Thanks.
Title: Re: MUA Material Editor
Post by: LarsAlexandersson on July 24, 2018, 09:11AM
Looks like PSP/unused Wii characters getting spec & bumb maps are now possible. Thx again.
Title: Re: MUA Material Editor
Post by: nikita488 on July 24, 2018, 09:58AM
There we go :P
(https://i.imgur.com/5EcHbxy.png)
Title: Re: MUA Material Editor
Post by: MelloMods on July 24, 2018, 10:03AM
THANK YOU!!!

Some of my Mannequins were missing something....this will fix that.
Title: Re: MUA Material Editor
Post by: andersonbrazil on July 24, 2018, 05:50PM
This is incredible. Can I apply a local reflection effect? For example, only the left arm of the winter soldier, the metal arm.
Title: Re: MUA Material Editor
Post by: nikita488 on July 25, 2018, 12:07AM
Yes, there is some kind of "mask" texture that specify where reflection should be more intensive, for example if you look at MUA Iron Man skin, especially War Machine skin, you can see that reflection on arms and legs parts is more intensive. I need to update program to support reflections, but i still trying to figure how gui should look like, because for env map you will need to specify 6 textures that will build sphere map. Also i exported cubemap textures from Silver Surfer and will upload them with new release of my program.
Title: Re: MUA Material Editor
Post by: nikita488 on July 25, 2018, 08:38AM
Updated. Added support for Environment Map and Environment Mask Map, fixed memory leaks. If you don't need custom cubemap textures, just use MUA ones: Download MUA CubeMap (https://drive.google.com/open?id=161A0xpfaja4OqOjjQPUocIqbfLK7fisc)
Title: Re: MUA Material Editor
Post by: thetommyboy2002 on July 26, 2018, 03:10AM
Due to work I'm not able to do much with this for a few days, (probably).
But it's still on my to-do list.
Want to do glosssss.....
Title: Re: MUA Material Editor
Post by: andersonbrazil on July 28, 2018, 07:12PM
Hello nikita488! I am trying to use the Material Editor but every time, after the procedure that you teach has been followed, that I apply the texture map, the program stops working. Have you ever had this crash problem on it?

Title: Re: MUA Material Editor
Post by: nikita488 on July 28, 2018, 11:14PM
Hm, i'm not... Is there is any error message or something? Can you record a video or something that shows each of your steps? Also please give me a model and texture which you are trying to add.
Title: Re: MUA Material Editor
Post by: LarsAlexandersson on July 29, 2018, 02:29AM
Finally understand how to implement new textures now w/ this. Thx
Title: Re: MUA Material Editor
Post by: andersonbrazil on July 29, 2018, 08:02PM
Quote from: nikita488 on July 28, 2018, 11:14PM
Hm, i'm not... Is there is any error message or something? Can you record a video or something that shows each of your steps? Also please give me a model and texture which you are trying to add.

You can download this file containing the template and the textures.

http://www.mediafire.com/file/j67b1fq2xdwahi4/WINTER_MVCI.rar/file

In this video you can see what I do.
https://www.youtube.com/v/FWqqLab-fy4&feature=youtu.be
Title: Re: MUA Material Editor
Post by: nikita488 on July 30, 2018, 02:33AM
Updated. Fixed crashes and cubemap textures.
Title: Re: MUA Material Editor
Post by: nikita488 on July 30, 2018, 02:34AM
Quote from: andersonbrazil on July 29, 2018, 08:02PM
You can download this file containing the template and the textures.

http://www.mediafire.com/file/j67b1fq2xdwahi4/WINTER_MVCI.rar/file

In this video you can see what I do.
https://www.youtube.com/v/FWqqLab-fy4&feature=youtu.be
Thanks you. Please try with new version from first post.
Title: Re: MUA Material Editor
Post by: andersonbrazil on July 30, 2018, 09:12PM
Nikita488, your work is awesome! Works perfectly now! Our dreams as skinners have been realized. Thank you very much!

                              https://www.youtube.com/v/zhAYFEIWpCs&feature=youtu.be
Title: Re: MUA Material Editor
Post by: andersonbrazil on August 10, 2018, 04:58PM
Hello nikita488! I want to congratulate you once again for creating this wonderful tool mod. I have a suggestion to give you, if you can. I have the desire to apply glow effect on the parts of some skins and even convert more skins to the human torch with this effect. Is it possible to add in your tool this feature?
Title: Re: MUA Material Editor
Post by: nikita488 on August 11, 2018, 12:27AM
What kind of Glow? For example if you want to make parts of the model glow in dark, you can use Gloss Map. As far as i can tell i added all supported by MUA texture maps.
Title: Re: MUA Material Editor
Post by: LarsAlexandersson on August 16, 2018, 08:20AM
X( A little help here?

(https://orig00.deviantart.net/756b/f/2018/228/6/d/help_mua_material_editor_by_larsmasters-dckb76c.jpg)
Title: Re: MUA Material Editor
Post by: nikita488 on August 16, 2018, 08:25AM
Insight Viewer is tool by Alchemy, it can't apply texture maps that MUA use, it will look fine in game.
Title: Re: MUA Material Editor
Post by: andersonbrazil on August 17, 2018, 06:57AM
Quote from: nikita488 on August 11, 2018, 12:27AM
What kind of Glow? For example if you want to make parts of the model glow in dark, you can use Gloss Map. As far as i can tell i added all supported by MUA texture maps.

Yes. This feature works perfectly!

It has details on some skins that I would like to see emitting more intense glow in the game. I've tried using light textures, from white to light tones to get this result, but I have not yet succeeded in increasing the intensity of the gloss.

This tool is wonderful! Once again, congratulations!
Title: Re: MUA Material Editor
Post by: thetommyboy2002 on August 19, 2018, 08:35AM
(http://i15.photobucket.com/albums/a384/tommyboy2002/bloom_zpsqrmfydxa.jpg) (http://s15.photobucket.com/user/tommyboy2002/media/bloom_zpsqrmfydxa.jpg.html)

The picture above shows the problem I'm having.
It's like there's a spotlight shining on the front of the 2 models I've added a normal/bump map to.
It's not an in-game source, as if I turn them in the level, the brightness moves with them.
You can see they are darker on the back, as though illuminated from a light source in front of them.
I've removed all lights from the max scene, run an Xform modifier and re-exported, and it stays the same.
Any ideas what I'm doing wrong?
Is it because I haven't added a specular or gloss map (though I actually did that with swordsman in the model you see above, so either I did it wrong or that's not causing this).

Don't get me wrong, the tool is great, it's something I've wanted for years, I'd just like to be able to use it competently.
Title: Re: MUA Material Editor
Post by: nikita488 on August 19, 2018, 08:39AM
I know that models are very shiny if something wrong with Normal Map Texture. Your texture in DDS DXT5 format?
Title: Re: MUA Material Editor
Post by: thetommyboy2002 on August 19, 2018, 08:43AM
Quote from: nikita488 on August 19, 2018, 08:39AM
I know that models are very shiny if something wrong with Normal Map Texture. Your texture in DDS DXT5 format?
Yes, I thought so. I'll triple check.
Title: Re: MUA Material Editor
Post by: thetommyboy2002 on August 19, 2018, 09:35AM
Yes I was definitely saving as dxt5 with interpolated alpha, but I've created my normal maps in an odd way.
I use the nvidia normalmap filter tool in photoshop to create it, then adjust via hue map (I have a preset to make all colours convert to green). Then I save as dxt5, interpolated alpha.
I'll try experimenting, see what I get.
Title: Re: MUA Material Editor
Post by: andersonbrazil on August 19, 2018, 09:53AM
Quote from: thetommyboy2002 on August 19, 2018, 09:35AM
Yes I was definitely saving as dxt5 with interpolated alpha, but I've created my normal maps in an odd way.
I use the nvidia normalmap filter tool in photoshop to create it, then adjust via hue map (I have a preset to make all colours convert to green). Then I save as dxt5, interpolated alpha.
I'll try experimenting, see what I get.

I also use this Nvidia tool to create normal maps when any template downloaded on the net does not bring this map.
I tested this map with green and desaturated color, but I also faced this same result.

However, I realized that the relief of the model had been included.
If you realize, unless I'm mistaken, Captain America's details seem to have relief, especially in the scales of the uniform. The biggest problem is the excessive reflex effect.
Title: Re: MUA Material Editor
Post by: thetommyboy2002 on August 19, 2018, 10:17AM
If I save my normal map as a DXT5_NM it seems to work better for me in at least one model I'm playing with.
If I do that with Swordsman though, it's as if the position of the light source has moved behind him instead of in front.
Clearly, it's something I'm doing (or maybe not doing) in creating or saving my textures.
I'll just have to play around until I figure the best results out.

Again, this tool is a real game-changer, and I cannot thank you enough for it, (nor too many times).
Title: Re: MUA Material Editor
Post by: Julio Cabral on October 14, 2018, 05:57AM
Hello. Any chance for 32-bits support?
Title: Re: MUA Material Editor
Post by: nikita488 on October 14, 2018, 06:01AM
Actually this program should be 32 bit by itself, because Alchemy's DLLs support only 32bit.
Title: Re: MUA Material Editor
Post by: Julio Cabral on October 14, 2018, 06:03AM
The problem must be my OS then. I use Win XP.
It's my fault for not updating my software lol.
Thanks for this anyway, it look quite awesome.
Title: Re: MUA Material Editor
Post by: andersonbrazil on October 15, 2018, 11:30AM
Hello Nikita488!
Dude, I still can not apply the normal map.
I have seen your images and I conclude that there must certainly be a specific pattern.
I use all the graphical features of the game.
When I apply the normal map the skin appears to reflect the ambient light as if it were the specular map.

Another map that I would like to learn to apply is that map that the silver surfer uses, the one that is different from the specular map, that gives that metallic effect.

Can you help me with this?

Your tool is fantastic !!
Title: Re: MUA Material Editor
Post by: BLaw on December 30, 2018, 12:24AM
Not sure if this is a Windows 10 bug or not.

After using the tool, once I use the skin in-game it remains loaded in that folder and game no matter what I replace the skin with after wards.

- Used tool to enhance the textures
- Placed skin in Actors
- Launched game to check it out
- Replaced skin with default skin in Actors
-> Relaunched game and the custom skin was still loaded
-> open the Alchemy viewer to double check and it showed custom skin
-> Renamed file to end skin number with "c"
-> Default skin now showed in Alchemy viewer

Does this tool somehow corrupt the Actors folder/game cache? I've never had skins *not* update in-game after replacing them with other skins.
Title: Re: MUA Material Editor
Post by: nikita488 on December 30, 2018, 12:34AM
Oh wow. I've never heard of this issue before. I'm not actually sure but my tool shouldn't corrupt anything, but this is super strange...
Title: Re: MUA Material Editor
Post by: nikita488 on December 30, 2018, 03:55AM
I have Windows 10 on my computer so you can send me archive with files (original skin, texture maps, etc) and i can test it on my side.
Title: Re: MUA Material Editor
Post by: andersonbrazil on December 30, 2018, 09:02AM
This problem occurred to me, but only after installing some remastered MUA interface files. But when I switch to a different slot, the skin that was replaced appears.
Title: Re: MUA Material Editor
Post by: BLaw on December 30, 2018, 11:07AM
Quote from: nikita488 on December 30, 2018, 03:55AM
I have Windows 10 on my computer so you can send me archive with files (original skin, texture maps, etc) and i can test it on my side.

I just placed the custom skin in the MUAMaterial folder and decided to go from there....

- Did my thing with the custom skin (I load it up, place the maps in the slots, save it and overwrite the current file located in the tool directory)
- Moved skin to Actors to overwrite 1502, testing it in game (noticeably this time the textures didn't load)
- Pressed "Load" again in the tool and noticed that the file did *not* update with the new textures at all.
- Reapplied textures and saved, overwriting the file again and as an extra, saved as a new file (1503) (I verify by checking Alchemy viewer; when adding the green normal map it is green in the viewer)
- The filesize and the date modified remain the same as the first time I applied the maps. No error messages either.

Solutions I have tried (in no specific order)

- Reboot PC
- Restart MUAMaterial
- Reload skin in MUAMaterial
- Reapply textures
- Close game
Title: Re: MUA Material Editor
Post by: BLaw on December 30, 2018, 12:16PM
Screenshot below of the same folder path and files, notice the difference in File Size

(http://www.mediafire.com/convkey/f239/ppbf2a2w5ktasqazg.jpg)

Left is the dialog to open IGB files in either MUAMaterial and/or Insight IGB Viewer, right is the Windows File Explorer view.

No matter if I paste the file (after modifying) in the Actors folder, it keeps loading the data of the *previous* version of the file in the Actors folder in all programs, including the game.

Hopefully this data can lead to a better solution.
Title: Re: MUA Material Editor
Post by: nikita488 on December 30, 2018, 12:24PM
Can i have your original IGB file, modified IGB file and texture file that you trying to apply? Don't have any skins/textures to test with so if you can give me this files, that will be very helpful. Really wanna test this on my side and see what's going on here...
Title: Re: MUA Material Editor
Post by: BLaw on December 30, 2018, 12:56PM
Quote from: nikita488 on December 30, 2018, 12:24PM
Can i have your original IGB file, modified IGB file and texture file that you trying to apply? Don't have any skins/textures to test with so if you can give me this files, that will be very helpful. Really wanna test this on my side and see what's going on here...

- Here's the modified skin file (https://www.mediafire.com/file/xeb31703c2ku4je/1502.igb/file)
- The original IGB file is 1502, however at this point it doesn't matter which file I replace with another version in the Actors folder; Insight AND the game won't recognize it (I just tested, MUAMaterial *does* recognize the updated file)

I uploaded the modified skin file directly from the Actors folder. It is the correct file size and when opened in MUAMaterial, it does load. The game however, doesn't load it. Insight IGB viewer loads a version of the file that I had prior. MUA and Insight seemingly do the same thing. This was *never* a problem before.

I'm not a programmer, however the only thing I can think of is that either MUA or MUAMaterial has a cache/memory problem. With MUA I could copy paste and overwrite files and watch the game update anything I enter in before with no problem. I also run the game as Administrator. The fact that both MUA and Insight have the same issue and MUA Material does not, makes me believe that it may be the tool. The odd part as mentioned before: MUA Material does seem to load the file within Actors as if it was updated.

Another thing is that, after updating the file, it keeps adding on textures even if you replace it with a new version (when using the same file)

--- EDIT ---

Here's a screenshot. SAME file (Copy and pasted across the 2 screens). Notice how the results are different? The right sight is how the game will load it (guaranteed to crash though), because I enabled all maps in 3ds max). Even when I export a Diffuse map enabled only model and add on the maps via MUAMaterial, the game and insight will load the previous version for whatever reason.

(http://www.mediafire.com/convkey/3ca6/ag3wmozc8e8iizlzg.jpg)
Title: Re: MUA Material Editor
Post by: BLaw on December 30, 2018, 01:55PM
I went ahead and reinstalled MUA. Didn't resolve it.

MUAMaterial still has the same file. I pasted it into the MUA folder. It's as if it just doesn't get updated in that folder. So WEIRD.

When opening in Insight (which MUA also loads), it loads the old DIFFUSE only file with size 808kb compared to the 3mb file seen in my previous reply. I'm not sure now if it is the tool or if it is something security related.
Title: Re: MUA Material Editor
Post by: nikita488 on December 30, 2018, 01:59PM
I will test that tomorrow. For now i think you can debug your IGB files using IGB Finalizer to see if structure of the file is changing or not...
Title: Re: MUA Material Editor
Post by: BLaw on December 30, 2018, 11:50PM
I found the fix: it wasn't the tool. It was giving admin rights to all software -_-.

I, too, am facing the same issue as tommy and anderson with the excessive "bloom" lighting.
Title: Re: MUA Material Editor
Post by: nikita488 on December 31, 2018, 03:01AM
Testing your 1502.igb. It looks like your EnvMask texture is doing something wrong, because when i turn off your env mask texture, model looks normal.
(https://i.imgur.com/golqVWe.png)

Also model is very shiny when "Fullscreen effects" is On. That's because of your Gloss texture, so when i turned off your gloss map, model looks correct.

I've extracted all textures from original 1502.igb, so you can look how all the textures of original 1502 looks like.
Download (https://drive.google.com/open?id=1o40iFA8h8q-BXdX3rTnlGduZmXF_zjlX)

ALSO i forgot to mention. My tool not replacing textures with same name, it just add another copy of texture to IGB so that's why your model has duplicated Normal and EnvMask textures (just opened your IGB file using Finalizer).
Title: Re: MUA Material Editor
Post by: BLaw on December 31, 2018, 08:21AM
Thanks for the source material.

It made a world of difference!
Title: Re: MUA Material Editor
Post by: nikita488 on December 31, 2018, 08:28AM
As far as i can tell DXT1 without alpha.
Title: Re: MUA Material Editor
Post by: BLaw on December 31, 2018, 08:39AM
I used DXT5 with an alpha channel, with Alpha being a copy of the Green channel.

(http://www.mediafire.com/convkey/edff/udvrq173s612w3zzg.jpg)
Title: Re: MUA Material Editor
Post by: UltraMegaMagnus on January 03, 2019, 07:15AM
Hey thx again for the tool, I just wanted to report something I noticed, I was doing a mannequin (not rigged) with in game original model & texture, exported WITH PC OPTIMISER CHECKED, used the nikita tool, nothing applied.

Then I exported the mannequin WITHOUT THE PC OPTIMISER CHECKED, used the nikita tool, and this time I could apply the bump & spec texture.

So I'm thinking the pc optimiser might causes issue with nikita tool and is better not checked before exporting.
Title: Re: MUA Material Editor
Post by: BLaw on January 03, 2019, 08:08PM
Make sure to utilize the tool, the game and the game's folders with Admin rights.
Title: Re: MUA Material Editor
Post by: andersonbrazil on January 19, 2019, 07:22PM
Hello Nikita488!
I am very satisfied with the result that your tool creates in our converted skins. I have downloaded the skins that BLAW updated and I saw that he is able to use his tool at the most.
I'm still having difficulties in fully using your tool and I know this is because of my ignorance in using photoshop.
I made this video to show what I do in the preparation of the normal map. In this video I show the result that I get by applying the green texture and then the blue texture.
I know the correct texture is green, but the blue texture has given me the expected result. Can you point me where is my mistake in producing the green texture?

https://www.youtube.com/v/08aClhQS4aU&feature=youtu.be
Title: Re: MUA Material Editor
Post by: nikita488 on January 20, 2019, 12:16AM
Your steps looks correct but one thing i've mentioned is that when you saving green normal map, you choose DXT5_NM. As far as i can tell this is not correct, you need just DXT5.
Title: Re: MUA Material Editor
Post by: LarsAlexandersson on January 20, 2019, 02:21AM
So that's the trick. the DXT5. Is saving w/ Intel Tool-based DDS in Photoshop works as well, other than NVIDIA Tools?
Title: Re: MUA Material Editor
Post by: nikita488 on January 20, 2019, 04:01AM
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 (http://wiki.polycount.com/wiki/Normal_Map_Compression) 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).
Title: Re: MUA Material Editor
Post by: nikita488 on January 20, 2019, 05:08AM
Updated first post with all the new information that was found on the pages.
Title: Re: MUA Material Editor
Post by: BLaw on January 20, 2019, 12:00PM
I save to DXT5 with Interpolated Alpha
Title: Re: MUA Material Editor
Post by: nikita488 on January 20, 2019, 12:15PM
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.
Title: Re: MUA Material Editor
Post by: andersonbrazil on January 20, 2019, 05:48PM
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
Title: Re: MUA Material Editor
Post by: 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.
Title: Re: MUA Material Editor
Post by: andersonbrazil on January 21, 2019, 01:26PM
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.
Title: Re: MUA Material Editor
Post by: nikita488 on January 24, 2019, 09:46AM
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.
Title: Re: MUA Material Editor
Post by: andersonbrazil on March 07, 2019, 02:50PM
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.
Title: Re: MUA Material Editor
Post by: 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.
Title: Re: MUA Material Editor
Post by: andersonbrazil on March 20, 2019, 03:51AM
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:

Title: Re: MUA Material Editor
Post by: ak2yny on May 01, 2020, 10:40PM
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 (https://marvelmods.com/forum/index.php/topic,10797.msg199043.html#msg199043) post, to see why I made it.
Title: Re: MUA Material Editor
Post by: 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.
Title: Re: MUA Material Editor
Post by: BaconWizard17 on September 02, 2020, 04:10PM
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 (https://marvelmods.com/forum/index.php/topic,10797.msg199005.html#msg199005)
Title: Re: MUA Material Editor
Post by: MarkV23 on September 19, 2020, 05:42PM
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 (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.
Title: Re: MUA Material Editor
Post by: BaconWizard17 on September 24, 2020, 01:03PM
https://marvelmods.com/forum/index.php/topic,10797.msg199724.html#msg199724 (https://marvelmods.com/forum/index.php/topic,10797.msg199724.html#msg199724)

This tutorial covers everything about Material Editor that you'll need to know