First as a background the IWTE tool started life as an integrated world editor tool to handle amendments to the battlemap settlements and related files. It has then been added to as other features not known to be handled by other tools and not easily editable via standard graphics packages or text editors have been requested. It is supplied as an executable which modders can use as they see fit.
| New Features added in 2012 |
1) Ability to create new vegetation Sprites directly from vegetation models and their TGA’s.
2) Simple file converter for DDS to Texture and back
3) Ability to amend the world terrain and view the amendment in the tools 3D window
4) Ability to view 3D structures with their textures (once set up correctly)
5) New routines for reading/writing TGA files quickly to support the fast 3D viewing.
6) New routines for correct smoothing of vegetation models (not handled within milkshape)
7) Numerous bug fixes rather than new features.
|
The major item was really the first item as it now finally allowed all the the vegetation features to be editable via IWTE.
In order to generate the sprite there are three files that need to be generated :
1) The Sprite itself containing information around name, size, positioning within the texture files.
2) The Sprites diffuse map. This cannot be generated by hand alone.
3) The Sprites normal map. This is not the standard type of normalised texture and cannot be generated via the nvidia tools.
Note the tool generated the TGA’s and the user just needs to convert them to DDS and can either use the IWTE tool convert to a texture or Alpaca’s (I also supplied a fix for alpaca’s for later python versions).
To explain :
The diffuse map is really a set of 8 snapshots of the model taken at different rotations and viewed straight on. These snapshots are then added into a larger TGA of 2 rows of 4 showing this sequence of snap shots. The shots themselves are taken with no directional lighting only ambient lighting and so contain no 'shadows' and look 'flat' to the eye. The snapshots themselves are taken by setting up the model with its model TGA's and then capturing the views after each rotation. Overall size of the TGA's and individual positioning of the snapshots are calculated for use with the sprite to ensure when used as a sprite the model looks correct. The TGA also has an alpha channel created to cut out the edges for the sprite.
The normal map is created in a similar process except this time the model is used with only the alpha channel of its TGA. The normal TGA is built up based on the directions of the normals after each of the rotations i.e. as though there was a single direction of sunlight (the sun).
In game the sprite uses this normal map to give lighting to the diffuse map based on the direction of the sun v the sprite. Simple really.
Makanyane put together this tutorial to explain how to use :
http://www.twcenter.net/forums/showt...ghlight=sprite