Mazay's ImageMagick scripts v1.0I wrote couple of scripts to help working with channels of images.Scripts are initially written for my own use, but I thought others might find them helpful too.Partial copy of ImageMagick http://www.imagemagick.org is included for ease of use.Drag & Drop images over batch files to convert.channels_separate.bat: Saves channels in separate files.channels_combine.bat: (not Drag & Drop)Combines channels separated before. nmap_alpha_to_red.batConverts Breckfest normal map to usual format.Red channel will be overwritten with alpha/transparency channel. Alpha will be removed.nmap_red_to_alpha.batConvert usual normal map to Breckfest format.Red channel will be moved to alpha channel.Download herePost your comments!
Is there anything I could add to breckfest to make editing the _n and _s maps easier?
Quote from: Errol on July 20, 2015, 04:53:32 PMIs there anything I could add to breckfest to make editing the _n and _s maps easier?After creating any bmap file, I always then feed that back into wreckfest to check the image created is correct. Automating this would be nice. Not essential by any means, but nice.
Quote from: lobsterfran on July 22, 2015, 03:46:59 PMQuote from: Errol on July 20, 2015, 04:53:32 PMIs there anything I could add to breckfest to make editing the _n and _s maps easier?After creating any bmap file, I always then feed that back into wreckfest to check the image created is correct. Automating this would be nice. Not essential by any means, but nice.One thing i'm working on is adding an argument that prevents the rename process (currently in testing), and changes the destination of the files, so you could send them to the wreckfest folder. In the event the files exist it would prompt you, or we could have a backup folder or something. I've also thought of having a gui, so you can do things over and over with one click.
I like the sound of that. I seem to spend ages renaming files, copying them, browsing to wreckfest vehicle folder, finding & deleting original skin files, pasting the new ones in...only to find the gfx aren't quite right. Rinse, repeat. Anything to cut this faff down would be nice.
First thank you for sharing. I've made a few basic skins without the editing of ns/s before and I've looked over the seperated channels.I thought I followed the explanation but there's extra shine on rust parts whereas I thought I'd toned it down even more. I admit I'm not the fastest to pick up new things.It would be a great help to see an example both in game and the file for doing it if someone who already gets it would be willing, I could run with that
Quote from: orbotnive on July 17, 2015, 03:34:25 PMFirst thank you for sharing. I've made a few basic skins without the editing of ns/s before and I've looked over the seperated channels.I thought I followed the explanation but there's extra shine on rust parts whereas I thought I'd toned it down even more. I admit I'm not the fastest to pick up new things.It would be a great help to see an example both in game and the file for doing it if someone who already gets it would be willing, I could run with thatI rewrote s.bmap portion and added there example pictures. It should be now a bit easier to understand.
conflicting information about channel order