[FS22] Terrain Texture Format

iamchriswick
Posts: 1
Joined: Tue Apr 05, 2022 3:04 pm

Re: [FS22] Terrain Texture Format

Post by iamchriswick »

@TopAce888 can I ask what specifically you mean by " adept the blue channel of the normal map"? :hmm:
Jimbob0704
Posts: 313
Joined: Thu Jan 24, 2019 10:55 pm

Re: [FS22] Terrain Texture Format

Post by Jimbob0704 »

Whoa this is all looks like super technical stuff your all talking about and I would need to know all this now I’ve started making a map, but you all might as well be talking Chinese to me as I’m wearing a hole in my head from scratching
Owner of YouTube channel FS landscaping
https://www.youtube.com/channel/UCVa5pA ... kqx5eVXmxw
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Cajunwolf
Posts: 680
Joined: Fri Sep 23, 2016 6:25 pm

Re: [FS22] Terrain Texture Format

Post by Cajunwolf »

Any new tips, tricks, tools, or scripts for these two dds image files? I have the texture tool, so the defuse is no problem; it's the normal file I need help understanding or converting.
wrinkleysRule
Posts: 13
Joined: Wed Oct 10, 2018 11:14 am

Re: [FS22] Terrain Texture Format

Post by wrinkleysRule »

Creating PBR (Physically Based Rendering), POM (Paralax Occlusion Map)Textures tutorial on farmersBoy modding site
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Cajunwolf
Posts: 680
Joined: Fri Sep 23, 2016 6:25 pm

Re: [FS22] Terrain Texture Format

Post by Cajunwolf »

wrinkleysRule wrote: Sat Jun 03, 2023 11:48 am Creating PBR (Physically Based Rendering), POM (Paralax Occlusion Map)Textures tutorial on farmersBoy modding site
Thanks, I'll check it out.
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