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	<updated>2026-04-30T03:58:06Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=What%27s_new_in_TDM_2.07&amp;diff=22851</id>
		<title>What&#039;s new in TDM 2.07</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=What%27s_new_in_TDM_2.07&amp;diff=22851"/>
		<updated>2019-02-03T00:35:50Z</updated>

		<summary type="html">&lt;p&gt;RSoul: Fixed my name :o&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- keywords whats new --&amp;gt;&lt;br /&gt;
[http://bugs.thedarkmod.com/changelog_page.php?version_id=82 changelog] on our bugtracker.&lt;br /&gt;
{{released|2.07|2019-02-02}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;font size=&amp;quot;5&amp;quot;&amp;gt;The Dark Mod 2.07 Stability Release&amp;lt;/font&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font size=&amp;quot;3&amp;quot;&amp;gt;Taking the bold new features introduced in 2.06 and improving their stability &lt;br /&gt;
&amp;lt;br&amp;gt;was the intended goal of the 2.07 release cycle.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;With that said, 2.07 has a number of new tricks up it&#039;s sleeve &lt;br /&gt;
&amp;lt;br&amp;gt;so you&#039;ll still get a few new features along with all of the critical fixes.&amp;lt;/font&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font size=&amp;quot;4&amp;quot;&amp;gt;&#039;&#039;&#039;Deprecation Notice!&#039;&#039;&#039; &amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Future&#039;&#039;&#039; TDM versions (2.08+) &#039;&#039;&#039;&amp;lt;u&amp;gt;will not work on Windows XP&amp;lt;/u&amp;gt;&#039;&#039;&#039;! &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&#039;TDM 2.07&#039;&#039;&#039; is the the &#039;&#039;&#039;&amp;lt;u&amp;gt;last TDM release&amp;lt;/u&amp;gt;&#039;&#039;&#039; that will be compiled with Windows XP compatibility.&amp;lt;br&amp;gt;We have &#039;&#039;&#039;NO&#039;&#039;&#039; confirmation from any testers whether 2.07 even works in XP yet.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Future&#039;&#039;&#039; TDM versions (2.08+) will &#039;&#039;&#039;&amp;lt;u&amp;gt;require OpenGL 3.3 Driver Support!&amp;lt;/u&amp;gt;&#039;&#039;&#039;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;We plan on moving more of the renderer off the CPU onto the GPU. Only OpenGL 3.3 and newer will allow this.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;font size=&amp;quot;3&amp;quot;&amp;gt;&#039;&#039;&#039;Important CVARS&#039;&#039;&#039;&amp;lt;/font&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;font size=&amp;quot;3&amp;quot;&amp;gt;&#039;&#039;&#039;Old&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
* r_useFBO: enables/disables FBO rendering. It is now ON by default.&lt;br /&gt;
* r_fboResolution: coefficient for internal rendering resolution (takes effect only when FBO is on). 2 means double resolution. Works like SSAA. Very high performance cost.&lt;br /&gt;
* r_softshadowsradius: Determines how large the light center is for light sources. Negative value overrides emitter_size spawnarg. (partly configurable in video settings GUI)&lt;br /&gt;
* r_softshadowsquality: Determines how many gradients for shadows. Larger values produce smoother blending at more performance cost. (configurable in video settings GUI)&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;font size=&amp;quot;3&amp;quot;&amp;gt;&#039;&#039;&#039;New&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
Graphics&lt;br /&gt;
&lt;br /&gt;
* r_ambientMinLevel: adds specified value to ambient light (linear correction).&lt;br /&gt;
* r_ambientGamma: applies specified gamma exponent to ambient light (gamma correction).&lt;br /&gt;
* r_shadows 2: enables new &amp;quot;Maps&amp;quot; implementation of shadows. (configurable in video settings GUI)&lt;br /&gt;
* r_shadowMapSize: defines resolution of shadow maps with &amp;quot;Maps&amp;quot; implementation of shadows. More = better, less = faster.&lt;br /&gt;
* r_maxShadowMapLight: If a light is bigger than this value, it will render in Stencil Shadow mode to avoid texture resolution artifacts&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Frob Help&lt;br /&gt;
&lt;br /&gt;
* r_frobhelper_active: 1 = Activate, 2 = Deactivate&lt;br /&gt;
* r_frobhelper_alpha: Opacity of the FrobHelper cursor&lt;br /&gt;
* r_frobhelper_ignore_size: FrobHelper is not shown for objects bigger than this specified size along any axis&lt;br /&gt;
* r_frobhelper_fadein_delay: FrobHelper is shown after a certain delay&lt;br /&gt;
* r_frobhelper_fadein_duration: FrobHelper is faded in over this specified duration&lt;br /&gt;
* r_frobhelper_fadeout_duration: FrobHelper is faded out over this specified duration&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Mantle Changes&lt;br /&gt;
&lt;br /&gt;
* pm_mantle_fastLowObstacles: increase speed, remove crouch, reduce screen rock when mantling small obstacles&lt;br /&gt;
* pm_mantle_maxLowObstacleHeight: height above which fast mantle for &amp;quot;low obstacles&amp;quot; is no longer in effect&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Cheat \ Debug Map command:&lt;br /&gt;
&lt;br /&gt;
* tdm_give_loot: Automatically gives the player all loot in the map. Useful in debugging loot based goals or letting frustrated players avoid prolonged treasure hunting&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
  Experimental Graphics&lt;br /&gt;
&lt;br /&gt;
* r_useFenceSync: Disable Fence Sync optimization. Can help TDM run properly on drivers that have poor support for this extension.&lt;br /&gt;
&lt;br /&gt;
* r_skipDynamicShadows: Only render shadows from stationary light sources&lt;br /&gt;
&lt;br /&gt;
* r_shadowMapSinglePass: Gathers all shadow operations into one texture so that only one shadow pass is needed. &lt;br /&gt;
  &lt;br /&gt;
    Note: seems to be more beneficial to Intel and AMD hardware than Nvidia where it can even cause performance loss.&lt;br /&gt;
&lt;br /&gt;
* r_testARBProgram = 2: Multi-light shading. Gather all lights into one render pass. Ambient in this mode is &#039;&#039;&#039;not&#039;&#039;&#039; enhanced.&lt;br /&gt;
&lt;br /&gt;
* image_useNormalCompression = 2: Initial support for RGTC compression. Similar to AMD 3Dc or D3D BC5. &lt;br /&gt;
   &lt;br /&gt;
    Not fully working but fairly complete. Needs new GLSL based materials for water\glass or other complex ARB materials.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;br&amp;gt;&#039;&#039;&#039;AI&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;font size=&amp;quot;3&amp;quot;&amp;gt;While the list of AI changes is a little short in TDM 2.07, many of the fixes&lt;br /&gt;
&amp;lt;br&amp;gt;were quite complex projects and have widespread impact on the immersive quality of missions.&amp;lt;/font&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Fire Elemental deemed complete. Further changes are enhancement requests.&lt;br /&gt;
* AI react properly to flashbomb attacks while seated&lt;br /&gt;
* AI properly return to seated coordinates after being interrupted from patrol routes&lt;br /&gt;
* Improved the way that AI respond to the player escaping to dark ledges&lt;br /&gt;
* AI can now handle bodies (ragdolls) obstructing door closure&lt;br /&gt;
* AI think loops have been restructured to reduce anomalies with interrupted animation&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Graphics&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;font size=&amp;quot;4&amp;quot;&amp;gt;&#039;&#039;&#039;ANTIALIASING AND SOFT SHADOWS &amp;quot;&amp;lt;u&amp;gt;WORK TOGETHER&amp;lt;/u&amp;gt;&amp;quot; IN TDM 2.07!!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font size=&amp;quot;3&amp;quot;&amp;gt;By making &amp;quot;Framebuffer Objects&amp;quot; (FBO) the default rendering mode and implementing true&lt;br /&gt;
&amp;lt;br&amp;gt;Multisample Antialiasing (MSAA) in FBO mode, TDM 2.07 will now allow users to change nearly every&lt;br /&gt;
&amp;lt;br&amp;gt;standard graphic quality setting without restarting the game!&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;Shadow quality inches closer to the Holy Grail of true physically correct penumbra behavior&lt;br /&gt;
&amp;lt;br&amp;gt;with the arrival of Shadow Maps with &amp;quot;contact hardening&amp;quot; [http://developer.download.nvidia.com/shaderlibrary/docs/shadow_PCSS.pdf Percentage Closer Soft Shadows (PCSS)!]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;Shadow Maps also offer performance advantages in scenes that are normally CPU bound &lt;br /&gt;
&amp;lt;br&amp;gt;when in Stencil Shadows mode.&amp;lt;/font&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;(Due to having to do skinning and silhouette calculations on the CPU in Stencil Shadow mode.)&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Numerous FBO-related fixes: reloadImages now works, quickload no longer crashes, no more duplicate renders, etc.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
* Finished the move to FBO-based rendering and implemented proper &#039;&#039;&#039;antialiasing&#039;&#039;&#039; (MSAA).&amp;lt;br&amp;gt;&#039;&#039;(It is recommended to reset config file, or at least set &amp;quot;r_useFBO 1&amp;quot; and &amp;quot;r_fboResolution 1&amp;quot; manually.)&#039;&#039;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
* New experimental mode of rendering shadows (&amp;quot;Maps&amp;quot;) --- can be switched on in Video/Advanced menu.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
* Softness of soft shadows can be controlled by &amp;quot;emitter_size&amp;quot; entity spawnarg.&amp;lt;br&amp;gt;&#039;&#039;(Beware: &amp;quot;Maps&amp;quot; and &amp;quot;Stencil&amp;quot; modes of rendering shadows treat it in absolutely different way!)&#039;&#039;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
* Added &amp;quot;soft gamma&amp;quot;: implementation of gamma correction not subject to color banding.&amp;lt;br&amp;gt;&#039;&#039;(See cvars r_ambientMinLevel and r_ambientGamma.)&#039;&#039;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
* GLSL Interaction Shader more closely resembles the ARB version&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
* Shaders are all OpenGL 2.x baseline &amp;quot;with extensions&amp;quot;. &amp;lt;br&amp;gt;&#039;&#039;(2.06 had a zoo of different GL versions in the Shaders.)&#039;&#039;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
* Lanterns no longer flicker when climbing ladders&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Sound&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;font size=&amp;quot;3&amp;quot;&amp;gt;&#039;&#039;&#039;3D positional sound and reverb have been vastly improved in the release!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Enabled &#039;&#039;&#039;HRTF&#039;&#039;&#039; by default for better positional sound: works properly only with headphones.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
* New syntax for EFX files (Version 2): allows using presets from openal-soft.&amp;lt;br&amp;gt;( See syntax in [[Setting_Reverb_Data_of_Rooms_(EAX)#Presets_.28Version_2.29 |Setting Reverb Data]] ).&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
* Sounds which should not be affected by environment are marked as no_efx.&lt;br /&gt;
* Fixed some sounds which had (incorrect) stereo encoding. Converting to mono fixed 3D positional behavior&lt;br /&gt;
* &#039;&#039;&#039;MANY&#039;&#039;&#039; Missing impact sounds added&lt;br /&gt;
* Added sound shader definitions for some previously unreferenced sounds, including ambient sounds and AI speech samples&lt;br /&gt;
* New, more realistic and varied mantle sounds&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Coding&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;font size=&amp;quot;3&amp;quot;&amp;gt;TDM 2.07 goes further with the process to modernize coding standards in TDM.&lt;br /&gt;
&amp;lt;br&amp;gt;More legacy OpenGL functions have been replaced with modern techniques.&lt;br /&gt;
&amp;lt;br&amp;gt;C++ Library management and compiling have been improved. &lt;br /&gt;
&amp;lt;br&amp;gt;Finally, performance optimizations have been applied to the rendering framework, &lt;br /&gt;
&amp;lt;br&amp;gt;game code, and code base in general.&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Mouse sensitivity in the main menu should be similar to one in Windows.&lt;br /&gt;
* Precision fixes: dmap and collision-related gameplay are affected.&lt;br /&gt;
* tdm_update: probably improved VCRedist installation, built Linux 64-bit version.&lt;br /&gt;
* Moved closer to Doom 3 BFG Vertex Buffer management (better multi-core stability)&lt;br /&gt;
* More SIMD instructions used to improve performance ( 64-bit rendering now has performance parity to 32-bit )&lt;br /&gt;
* Lightgem is now defined in it&#039;s own &amp;quot;view&amp;quot; to better match native rendering conventions&lt;br /&gt;
* FFMPEG now utilizes SMP&lt;br /&gt;
* Envshot is fixed and can also capture the skybox&lt;br /&gt;
* noFog material flag now works as originally described here: [https://www.iddevnet.com/doom3/materials.php]&lt;br /&gt;
* noFog is now also available as an entity flag&lt;br /&gt;
* Lightgem no longer renders during the Compass renderDef phase&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Assets&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;font size=&amp;quot;3&amp;quot;&amp;gt;Many quality textures, models, and materials were added by both Team members and&lt;br /&gt;
&amp;lt;br&amp;gt;community contributors over the 2.06 to 2.07 cycle.&amp;lt;/font&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Epifire&#039;s Security Camera&lt;br /&gt;
* Springheel&#039;s Church modules&lt;br /&gt;
* Springheel&#039;s updated head models&lt;br /&gt;
* Springheel&#039;s particle effects&lt;br /&gt;
* Grayman&#039;s Grandfather Clock prefab&lt;br /&gt;
* Spooks light texture&lt;br /&gt;
* R Soul&#039;s Chain models and Interior Module fixes&lt;br /&gt;
* Dragofer Textures, Materials, Sounds, Particles, and Hookah model&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;GUIs&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;Frob helper&amp;quot; feature provides a small screen center indicator when frobbing small object&lt;br /&gt;
* Mission Download page now has a &amp;quot;Download All&amp;quot; button&lt;br /&gt;
* Softness slider for soft shadows&lt;br /&gt;
* Added a toggle for Stencil Shadows vs Shadow Maps&lt;br /&gt;
* Added &amp;quot;Look Up&amp;quot; and &amp;quot;Look Down&amp;quot; key configurations&lt;br /&gt;
* Splash screen aspect ratios corrected&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Gameplay&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
* Mantling low and medium-sized obstacles is faster and smoother&lt;br /&gt;
* Remote listening support (related to security camera features)&lt;br /&gt;
* Doubled air regaining speed after dive (Full refill now takes about 8 seconds)&lt;br /&gt;
* Mantling no longer allowed when &amp;quot;under water&amp;quot;&lt;br /&gt;
* Prefab Traps (scripts and models)&lt;br /&gt;
* Inactivity Trigger script&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Translation&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
* Outsider One provided updates to his Turkish [[Translation]] of Menus&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
{{whatsnew|sort=207}}&lt;/div&gt;</summary>
		<author><name>RSoul</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Not_Combining_Textures&amp;diff=20875</id>
		<title>Not Combining Textures</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Not_Combining_Textures&amp;diff=20875"/>
		<updated>2018-10-20T11:54:05Z</updated>

		<summary type="html">&lt;p&gt;RSoul: Replaced content with &amp;quot;{{important|headline=WARNING|text=This tutorial was written under the incorrect assumption that normal maps from multiple materials could be layered and masked like diffus...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{important|headline=WARNING|text=This tutorial was written under the incorrect assumption that normal maps from multiple materials could be layered and masked like diffuse/specular textures. However, with normal maps, certain colour values are not correct, so it is better to find another way to regenerate them, e.g. with a 3D object program or by making your own greyscale heightmap}}&lt;/div&gt;</summary>
		<author><name>RSoul</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Not_Combining_Textures&amp;diff=20429</id>
		<title>Not Combining Textures</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Not_Combining_Textures&amp;diff=20429"/>
		<updated>2018-06-17T21:38:33Z</updated>

		<summary type="html">&lt;p&gt;RSoul: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{important|headline=WARNING|text=This tutorial was written under the incorrect assumption that normal maps from multiple materials could be layered and masked like diffuse/specular textures. However, with normal maps, certain colour values are not correct, so it is better to find another way to regenerate them, e.g. with a 3D object program or by making your own greyscale heightmap}}&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
This tutorial explains how to make new textures by combining parts of existing TDM textures, including their normal and specular maps (plus any other components of the material). This can prove easier than starting the whole endeavour from scratch. Normal maps can be harder to create than diffuse and specular, so the technique mentioned here can save a lot of effort.&lt;br /&gt;
&lt;br /&gt;
Example: You may want smooth metal with rust, and some rivets in very specific places. &lt;br /&gt;
&lt;br /&gt;
== Prerequisites ==&lt;br /&gt;
Intermediate knowledge of GIMP/Photoshop etc (including layers, masks, and different brush types).&lt;br /&gt;
&lt;br /&gt;
Basic understanding of diffuse, normal and specular maps (i.e. what each of them is for).&lt;br /&gt;
&lt;br /&gt;
It may help with searching to have all of TDM&#039;s textures and material files extracted somewhere (but not to your main TDM folder unless you know the consequences). The textures are in the tdm_textures_... pk4 files. The materials are in tdm_models_decls01.pk4. Alternatively you can scroll through the Materials in DarkRadiant.&lt;br /&gt;
&lt;br /&gt;
== Preparation ==&lt;br /&gt;
&lt;br /&gt;
(This uses the example mentioned in the introduction)&lt;br /&gt;
&lt;br /&gt;
Find a smooth metal diffuse texture. Search the material files to find what normal and specular maps it also uses. Load each of these into a single image as separate layers.&lt;br /&gt;
&lt;br /&gt;
Find a texture which is only rust (e.g. metal\flat\solid_rust03). Use the material files to find its normal map (this one does not have a specular map).&lt;br /&gt;
&lt;br /&gt;
Something similar will be needed with the rivets textures, but it&#039;s best to leave them till later.&lt;br /&gt;
&lt;br /&gt;
Some images may be different sizes, so it&#039;s best to pick one size and make them all equal.&lt;br /&gt;
&lt;br /&gt;
You should now have a set of layers like this:&lt;br /&gt;
&lt;br /&gt;
[[File:layers.jpg|200px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;It&#039;s best to arrange the layer order into diffuse, normal and specular.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Processing 1 - Rust Diffuse Layer ==&lt;br /&gt;
&lt;br /&gt;
{{important|headline=Note|text=For terrain textures, you&#039;ll need to ensure the masks are seamless}}&lt;br /&gt;
Turn off all of the layers except for the diffuse for the plain metal and the rust.&lt;br /&gt;
&lt;br /&gt;
Add a mask to the rust diffuse layer, and fill this with solid black to make it fully transparent (it&#039;s better to use masks instead of normal erasing because it preserves all of the layer&#039;s original colours).&lt;br /&gt;
&lt;br /&gt;
To get a light smattering of rust, you need to draw a soft &#039;&#039;&#039;white&#039;&#039;&#039; wispy pattern &#039;&#039;&#039;on to the mask&#039;&#039;&#039;. GIMP has several brushes that can make this fairly simple:&lt;br /&gt;
&lt;br /&gt;
[[File:gimp_brushes.jpg|200px]]&lt;br /&gt;
&lt;br /&gt;
Experiment with brush sizes, types and colour (greyscale) to get a pattern of rust that looks good. Example: &lt;br /&gt;
&lt;br /&gt;
Normal view -&amp;gt; [[File:Rust light.jpg|200px]] Mask visible -&amp;gt; [[File:Mask visble.jpg|200px]]&lt;br /&gt;
&lt;br /&gt;
For further tweaking, the mask&#039;s brightness/contrast can be edited, or you can try more advanced things like levels or curves. The overall layer opacity is also a good thing to try adjusting. E.g. Here is the above with the layer opacity set to 50%:&lt;br /&gt;
&lt;br /&gt;
[[File:Layer transp.jpg|200px]]&lt;br /&gt;
&lt;br /&gt;
{{important|headline=Note|text=It&#039;s better to use masks instead of simple erasing because you can keep all of the layer&#039;s original colour information.}}&lt;br /&gt;
&lt;br /&gt;
== Processing 2 - Rust Normal Map Layer ==&lt;br /&gt;
&lt;br /&gt;
The opacity of the diffuse layer needs to be applied to the rust&#039;s normal map so that in game, the rust appears to be much more rough than the surrounding steel.&lt;br /&gt;
&lt;br /&gt;
Copy the mask from the rust&#039;s diffuse layer, add a mask to the its normal layer, and then paste it. With that layer visible, you should see something like this:&lt;br /&gt;
&lt;br /&gt;
[[File:Rust normal opacity.jpg|200px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note that the layer opacity has been reduced to 50% to match the diffuse layer.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When showing the steel normal map, you can just about see the difference between the smooth steel and the rough rust:&lt;br /&gt;
&lt;br /&gt;
[[File:Both normals.jpg|200px]]&lt;br /&gt;
&lt;br /&gt;
== Processing 3 - Rivets Positions and Sizes ==&lt;br /&gt;
&lt;br /&gt;
{{important|headline=Warning|text=Parts of the normal map (or the entire thing) &#039;&#039;&#039;must not be rotated&#039;&#039;&#039; in any way as this will cause the colours to be incorrect.}}&lt;br /&gt;
&lt;br /&gt;
{{important|headline=Note|text=This part is more complicated, but very rewarding once you get the hang of it.}}&lt;br /&gt;
&lt;br /&gt;
Find a rivets diffuse texture, and its normal map. Its specular map can be ignored - it will save effort to make your own after the rivets have been resized and positioned correctly.&lt;br /&gt;
&lt;br /&gt;
Paste the two images as separate layers:&lt;br /&gt;
&lt;br /&gt;
[[File:Rivets layers.jpg|200px]]&lt;br /&gt;
&lt;br /&gt;
You need to think about the rivets&#039; sizes and positions, and how many you want. In this example, only a few will be needed, but their sizes and positions will need to be adjusted.&lt;br /&gt;
&lt;br /&gt;
To keep the diffuse and normal layers synchronised, you need to link them (in GIMP the link toggle is next to the visibility toggle):&lt;br /&gt;
&lt;br /&gt;
[[File:Linked layers.jpg|200px]]&lt;br /&gt;
&lt;br /&gt;
This allows &#039;&#039;basic transformations&#039;&#039; to apply to all linked layers:&lt;br /&gt;
&lt;br /&gt;
[[File:Scale down.jpg|200px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Scaling down the normal layer also scales down the diffuse layer.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{important|headline=Note|text=Using the scale and move tools only, it may not be possible to get the rivets&#039; sizes &#039;&#039;and&#039;&#039; positions right. In that situation, focus on the sizes. Individual rivets can be moved in a separate process.}}&lt;br /&gt;
&lt;br /&gt;
Use the selection tool to delete the rivets you don&#039;t want from both the normal and diffuse layers, and use the Move transformation to move them around:&lt;br /&gt;
&lt;br /&gt;
[[File:Delete 1.jpg|200px]]&lt;br /&gt;
&lt;br /&gt;
== Processing 4 - Neatening the Rivets ==&lt;br /&gt;
Once you&#039;re happy with the sizes, neaten them up by smoothly deleting the around their edges. It may be easier to use the erase brush on the normal map, and again on the diffuse map, rather than making both of them have identical opacities or using masks:&lt;br /&gt;
&lt;br /&gt;
Erasing the normal map -&amp;gt; [[File:Delete 2.jpg|200px]] Erasing the diffuse map -&amp;gt; [[File:Delete 3.jpg|200px]]&lt;br /&gt;
&lt;br /&gt;
== Processing 5 - In-Game Check ==&lt;br /&gt;
&lt;br /&gt;
Before doing any further work on the rivets, see how the current material looks in game (or in a 3D object program if you&#039;re making a model). &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Processing 5 and a half - Moving some Rivets ===&lt;br /&gt;
&lt;br /&gt;
If you want to move some rivets, but not all of them, you can still use the Transform tools and linked layers, but you have to transfer them to new layers, (diffuse and normal).&lt;br /&gt;
&lt;br /&gt;
Use the select tool around the rivet:&lt;br /&gt;
&lt;br /&gt;
[[File:Move select normal.jpg|200px]]&lt;br /&gt;
&lt;br /&gt;
In GIMP, Press Ctrl-Shift-L to float it, then right click to move it to its own layer:&lt;br /&gt;
&lt;br /&gt;
[[File:Move float norm.jpg|200px]] [[File:Move new layer normal.jpg|200px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Repeat the procedure for the diffuse layer:&lt;br /&gt;
&lt;br /&gt;
[[File:Move select diff.jpg|200px]] [[File:Move float diff.jpg|200px]] [[File:Move new layer diff.jpg|200px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Turn on the link for these to layers (ensure all others have been turned off) and they can be moved together:&lt;br /&gt;
&lt;br /&gt;
[[File:Move both.jpg|200px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Once finished, these two layers can be merged back to their original layers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Processing 6 - Extra Rust - Diffuse Map Layer ==&lt;br /&gt;
&lt;br /&gt;
In addition to the light rust that covers the whole texture, it can look good if there are heavier concentrations around rivets or other protrusions, where moisture could be expected to linger, or which be the source of a minor leak.&lt;br /&gt;
&lt;br /&gt;
Make a copy of the rust&#039;s diffuse layer (which should still have its mask). Reset the opacity to 100%, and fill the mask with black. Move it so it&#039;s underneath the rivets&#039; diffuse layer, and use a small, uneven, white brush to draw, in this example, small patches of heavy rust underneath the rivets:&lt;br /&gt;
&lt;br /&gt;
[[File:Rusty beards.jpg|200px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The advantage of using a new layer is that it can have a different opacity&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Processing 7 - Extra Rust - Normal Map Layer ==&lt;br /&gt;
&lt;br /&gt;
In the same way a normal map was made for the light rust layer, another one has to be made for the extra rust layer. Copy the rust normal map (assuming it still has its mask). Copy the mask from the new diffuse layer and apply it to new normal layer:&lt;br /&gt;
&lt;br /&gt;
[[File:Rust rivets normal.jpg|200px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The images below show all four diffuse map layers visible, and all four normal map layers visible:&lt;br /&gt;
&lt;br /&gt;
[[File:All diffuse.jpg|200px]] [[File:All normal.jpg|200px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;You should be able to see how smooth metal, light rust, heavy rust and a rivet are all represented on the normal map.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Processing 8 - Specular Map - Rust ==&lt;br /&gt;
&lt;br /&gt;
The plain steel already has a specular map, which is quite shiny. Rust should be very dull, so you need a dark, almost black, specular layer that matches the rust.&lt;br /&gt;
&lt;br /&gt;
Turn off all layers except for the rust diffuse layers. (GIMP) Right click in the layer panel and select New From Visibe:&lt;br /&gt;
&lt;br /&gt;
[[File:New from vis1.jpg|200px]] [[File:New from vis2.jpg|200px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Lower the brightness so that this is almost black (and desaturate too, if desired):&lt;br /&gt;
&lt;br /&gt;
[[File:Black spec.jpg|200px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When the steel diffuse layer is made visible, you should be able to see that there will be no shininess where there is rust.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Processing 9 - Specular Map - Rivets ==&lt;br /&gt;
&lt;br /&gt;
Copy the rivets diffuse layer, and move place it above all other specular layers. Rename it and increase its brightness:&lt;br /&gt;
&lt;br /&gt;
[[File:Rivets spec.png|200px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;This will make the rivets very shiny, and combined with their normal map they have have a strong 3D appearance.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Tip 1 - Layer Management ==&lt;br /&gt;
&lt;br /&gt;
This example has 11 layers. It&#039;s a good idea to make use of layer groups for the diffuse, normal and specular images:&lt;br /&gt;
&lt;br /&gt;
[[File:Layer group1.jpg|200px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;This allows you to easily hide a whole set of layers (e.g. specular), and to collapse the &#039;tree&#039; to make it easier to focus on the other layers.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Each time you import a new diffuse texture (or duplicate one, e.g. the rust layers in this example) you&#039;ll have to also import a normal and possibly specular map, so layer groups become more and more useful.&lt;br /&gt;
&lt;br /&gt;
== Tip 2 - Don&#039;t be Destructive ==&lt;br /&gt;
&lt;br /&gt;
You can do all the opacity work using an erase brush, but many programs tend to discard a pixel&#039;s colour once it has been made fully transparent. Masks are the best way to let you do whatever you want with opacity while guaranteeing the original colours will be retained, so nothing is lost.&lt;br /&gt;
&lt;br /&gt;
== Tip 3 - Model Textures ==&lt;br /&gt;
&lt;br /&gt;
If you&#039;re making a texture for a model, import its UV map to make it easier to position things. E.g. This is for a button texture:&lt;br /&gt;
&lt;br /&gt;
[[File:Button uv example.jpg|300px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;3 Types of rust (including heavy rust around the button), with the UV map making it clear where the rivets should go.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:RedButton1.jpg|300px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The model in game. The rivets have a nice 3D look and viewed more closely, the rust is visibly rough.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Closing Remarks ==&lt;br /&gt;
&lt;br /&gt;
The first time you try this, it may take a while, but once you get the hang of it the only challenging part will be when things need to be resized/moved etc.&lt;/div&gt;</summary>
		<author><name>RSoul</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Combining_Textures&amp;diff=20428</id>
		<title>Combining Textures</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Combining_Textures&amp;diff=20428"/>
		<updated>2018-06-17T21:35:16Z</updated>

		<summary type="html">&lt;p&gt;RSoul: Redirected page to Not Combining Textures&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Not Combining Textures]]&lt;/div&gt;</summary>
		<author><name>RSoul</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Combining_Textures&amp;diff=20427</id>
		<title>Combining Textures</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Combining_Textures&amp;diff=20427"/>
		<updated>2018-06-17T21:34:16Z</updated>

		<summary type="html">&lt;p&gt;RSoul: Blanked the page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>RSoul</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Combining_Textures&amp;diff=20426</id>
		<title>Combining Textures</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Combining_Textures&amp;diff=20426"/>
		<updated>2018-06-17T21:33:23Z</updated>

		<summary type="html">&lt;p&gt;RSoul: RSoul moved page Combining Textures to Not Combining Textures: Incorrect information.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Not Combining Textures]]&lt;/div&gt;</summary>
		<author><name>RSoul</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Not_Combining_Textures&amp;diff=20425</id>
		<title>Not Combining Textures</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Not_Combining_Textures&amp;diff=20425"/>
		<updated>2018-06-17T21:33:23Z</updated>

		<summary type="html">&lt;p&gt;RSoul: RSoul moved page Combining Textures to Not Combining Textures: Incorrect information.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Introduction ==&lt;br /&gt;
&lt;br /&gt;
This tutorial explains how to make new textures by combining parts of existing TDM textures, including their normal and specular maps (plus any other components of the material). This can prove easier than starting the whole endeavour from scratch. Normal maps can be harder to create than diffuse and specular, so the technique mentioned here can save a lot of effort.&lt;br /&gt;
&lt;br /&gt;
Example: You may want smooth metal with rust, and some rivets in very specific places. &lt;br /&gt;
&lt;br /&gt;
== Prerequisites ==&lt;br /&gt;
Intermediate knowledge of GIMP/Photoshop etc (including layers, masks, and different brush types).&lt;br /&gt;
&lt;br /&gt;
Basic understanding of diffuse, normal and specular maps (i.e. what each of them is for).&lt;br /&gt;
&lt;br /&gt;
It may help with searching to have all of TDM&#039;s textures and material files extracted somewhere (but not to your main TDM folder unless you know the consequences). The textures are in the tdm_textures_... pk4 files. The materials are in tdm_models_decls01.pk4. Alternatively you can scroll through the Materials in DarkRadiant.&lt;br /&gt;
&lt;br /&gt;
== Preparation ==&lt;br /&gt;
&lt;br /&gt;
(This uses the example mentioned in the introduction)&lt;br /&gt;
&lt;br /&gt;
Find a smooth metal diffuse texture. Search the material files to find what normal and specular maps it also uses. Load each of these into a single image as separate layers.&lt;br /&gt;
&lt;br /&gt;
Find a texture which is only rust (e.g. metal\flat\solid_rust03). Use the material files to find its normal map (this one does not have a specular map).&lt;br /&gt;
&lt;br /&gt;
Something similar will be needed with the rivets textures, but it&#039;s best to leave them till later.&lt;br /&gt;
&lt;br /&gt;
Some images may be different sizes, so it&#039;s best to pick one size and make them all equal.&lt;br /&gt;
&lt;br /&gt;
You should now have a set of layers like this:&lt;br /&gt;
&lt;br /&gt;
[[File:layers.jpg|200px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;It&#039;s best to arrange the layer order into diffuse, normal and specular.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Processing 1 - Rust Diffuse Layer ==&lt;br /&gt;
&lt;br /&gt;
{{important|headline=Note|text=For terrain textures, you&#039;ll need to ensure the masks are seamless}}&lt;br /&gt;
Turn off all of the layers except for the diffuse for the plain metal and the rust.&lt;br /&gt;
&lt;br /&gt;
Add a mask to the rust diffuse layer, and fill this with solid black to make it fully transparent (it&#039;s better to use masks instead of normal erasing because it preserves all of the layer&#039;s original colours).&lt;br /&gt;
&lt;br /&gt;
To get a light smattering of rust, you need to draw a soft &#039;&#039;&#039;white&#039;&#039;&#039; wispy pattern &#039;&#039;&#039;on to the mask&#039;&#039;&#039;. GIMP has several brushes that can make this fairly simple:&lt;br /&gt;
&lt;br /&gt;
[[File:gimp_brushes.jpg|200px]]&lt;br /&gt;
&lt;br /&gt;
Experiment with brush sizes, types and colour (greyscale) to get a pattern of rust that looks good. Example: &lt;br /&gt;
&lt;br /&gt;
Normal view -&amp;gt; [[File:Rust light.jpg|200px]] Mask visible -&amp;gt; [[File:Mask visble.jpg|200px]]&lt;br /&gt;
&lt;br /&gt;
For further tweaking, the mask&#039;s brightness/contrast can be edited, or you can try more advanced things like levels or curves. The overall layer opacity is also a good thing to try adjusting. E.g. Here is the above with the layer opacity set to 50%:&lt;br /&gt;
&lt;br /&gt;
[[File:Layer transp.jpg|200px]]&lt;br /&gt;
&lt;br /&gt;
{{important|headline=Note|text=It&#039;s better to use masks instead of simple erasing because you can keep all of the layer&#039;s original colour information.}}&lt;br /&gt;
&lt;br /&gt;
== Processing 2 - Rust Normal Map Layer ==&lt;br /&gt;
&lt;br /&gt;
The opacity of the diffuse layer needs to be applied to the rust&#039;s normal map so that in game, the rust appears to be much more rough than the surrounding steel.&lt;br /&gt;
&lt;br /&gt;
Copy the mask from the rust&#039;s diffuse layer, add a mask to the its normal layer, and then paste it. With that layer visible, you should see something like this:&lt;br /&gt;
&lt;br /&gt;
[[File:Rust normal opacity.jpg|200px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note that the layer opacity has been reduced to 50% to match the diffuse layer.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When showing the steel normal map, you can just about see the difference between the smooth steel and the rough rust:&lt;br /&gt;
&lt;br /&gt;
[[File:Both normals.jpg|200px]]&lt;br /&gt;
&lt;br /&gt;
== Processing 3 - Rivets Positions and Sizes ==&lt;br /&gt;
&lt;br /&gt;
{{important|headline=Warning|text=Parts of the normal map (or the entire thing) &#039;&#039;&#039;must not be rotated&#039;&#039;&#039; in any way as this will cause the colours to be incorrect.}}&lt;br /&gt;
&lt;br /&gt;
{{important|headline=Note|text=This part is more complicated, but very rewarding once you get the hang of it.}}&lt;br /&gt;
&lt;br /&gt;
Find a rivets diffuse texture, and its normal map. Its specular map can be ignored - it will save effort to make your own after the rivets have been resized and positioned correctly.&lt;br /&gt;
&lt;br /&gt;
Paste the two images as separate layers:&lt;br /&gt;
&lt;br /&gt;
[[File:Rivets layers.jpg|200px]]&lt;br /&gt;
&lt;br /&gt;
You need to think about the rivets&#039; sizes and positions, and how many you want. In this example, only a few will be needed, but their sizes and positions will need to be adjusted.&lt;br /&gt;
&lt;br /&gt;
To keep the diffuse and normal layers synchronised, you need to link them (in GIMP the link toggle is next to the visibility toggle):&lt;br /&gt;
&lt;br /&gt;
[[File:Linked layers.jpg|200px]]&lt;br /&gt;
&lt;br /&gt;
This allows &#039;&#039;basic transformations&#039;&#039; to apply to all linked layers:&lt;br /&gt;
&lt;br /&gt;
[[File:Scale down.jpg|200px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Scaling down the normal layer also scales down the diffuse layer.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{important|headline=Note|text=Using the scale and move tools only, it may not be possible to get the rivets&#039; sizes &#039;&#039;and&#039;&#039; positions right. In that situation, focus on the sizes. Individual rivets can be moved in a separate process.}}&lt;br /&gt;
&lt;br /&gt;
Use the selection tool to delete the rivets you don&#039;t want from both the normal and diffuse layers, and use the Move transformation to move them around:&lt;br /&gt;
&lt;br /&gt;
[[File:Delete 1.jpg|200px]]&lt;br /&gt;
&lt;br /&gt;
== Processing 4 - Neatening the Rivets ==&lt;br /&gt;
Once you&#039;re happy with the sizes, neaten them up by smoothly deleting the around their edges. It may be easier to use the erase brush on the normal map, and again on the diffuse map, rather than making both of them have identical opacities or using masks:&lt;br /&gt;
&lt;br /&gt;
Erasing the normal map -&amp;gt; [[File:Delete 2.jpg|200px]] Erasing the diffuse map -&amp;gt; [[File:Delete 3.jpg|200px]]&lt;br /&gt;
&lt;br /&gt;
== Processing 5 - In-Game Check ==&lt;br /&gt;
&lt;br /&gt;
Before doing any further work on the rivets, see how the current material looks in game (or in a 3D object program if you&#039;re making a model). &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Processing 5 and a half - Moving some Rivets ===&lt;br /&gt;
&lt;br /&gt;
If you want to move some rivets, but not all of them, you can still use the Transform tools and linked layers, but you have to transfer them to new layers, (diffuse and normal).&lt;br /&gt;
&lt;br /&gt;
Use the select tool around the rivet:&lt;br /&gt;
&lt;br /&gt;
[[File:Move select normal.jpg|200px]]&lt;br /&gt;
&lt;br /&gt;
In GIMP, Press Ctrl-Shift-L to float it, then right click to move it to its own layer:&lt;br /&gt;
&lt;br /&gt;
[[File:Move float norm.jpg|200px]] [[File:Move new layer normal.jpg|200px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Repeat the procedure for the diffuse layer:&lt;br /&gt;
&lt;br /&gt;
[[File:Move select diff.jpg|200px]] [[File:Move float diff.jpg|200px]] [[File:Move new layer diff.jpg|200px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Turn on the link for these to layers (ensure all others have been turned off) and they can be moved together:&lt;br /&gt;
&lt;br /&gt;
[[File:Move both.jpg|200px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Once finished, these two layers can be merged back to their original layers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Processing 6 - Extra Rust - Diffuse Map Layer ==&lt;br /&gt;
&lt;br /&gt;
In addition to the light rust that covers the whole texture, it can look good if there are heavier concentrations around rivets or other protrusions, where moisture could be expected to linger, or which be the source of a minor leak.&lt;br /&gt;
&lt;br /&gt;
Make a copy of the rust&#039;s diffuse layer (which should still have its mask). Reset the opacity to 100%, and fill the mask with black. Move it so it&#039;s underneath the rivets&#039; diffuse layer, and use a small, uneven, white brush to draw, in this example, small patches of heavy rust underneath the rivets:&lt;br /&gt;
&lt;br /&gt;
[[File:Rusty beards.jpg|200px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The advantage of using a new layer is that it can have a different opacity&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Processing 7 - Extra Rust - Normal Map Layer ==&lt;br /&gt;
&lt;br /&gt;
In the same way a normal map was made for the light rust layer, another one has to be made for the extra rust layer. Copy the rust normal map (assuming it still has its mask). Copy the mask from the new diffuse layer and apply it to new normal layer:&lt;br /&gt;
&lt;br /&gt;
[[File:Rust rivets normal.jpg|200px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The images below show all four diffuse map layers visible, and all four normal map layers visible:&lt;br /&gt;
&lt;br /&gt;
[[File:All diffuse.jpg|200px]] [[File:All normal.jpg|200px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;You should be able to see how smooth metal, light rust, heavy rust and a rivet are all represented on the normal map.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Processing 8 - Specular Map - Rust ==&lt;br /&gt;
&lt;br /&gt;
The plain steel already has a specular map, which is quite shiny. Rust should be very dull, so you need a dark, almost black, specular layer that matches the rust.&lt;br /&gt;
&lt;br /&gt;
Turn off all layers except for the rust diffuse layers. (GIMP) Right click in the layer panel and select New From Visibe:&lt;br /&gt;
&lt;br /&gt;
[[File:New from vis1.jpg|200px]] [[File:New from vis2.jpg|200px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Lower the brightness so that this is almost black (and desaturate too, if desired):&lt;br /&gt;
&lt;br /&gt;
[[File:Black spec.jpg|200px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When the steel diffuse layer is made visible, you should be able to see that there will be no shininess where there is rust.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Processing 9 - Specular Map - Rivets ==&lt;br /&gt;
&lt;br /&gt;
Copy the rivets diffuse layer, and move place it above all other specular layers. Rename it and increase its brightness:&lt;br /&gt;
&lt;br /&gt;
[[File:Rivets spec.png|200px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;This will make the rivets very shiny, and combined with their normal map they have have a strong 3D appearance.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Tip 1 - Layer Management ==&lt;br /&gt;
&lt;br /&gt;
This example has 11 layers. It&#039;s a good idea to make use of layer groups for the diffuse, normal and specular images:&lt;br /&gt;
&lt;br /&gt;
[[File:Layer group1.jpg|200px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;This allows you to easily hide a whole set of layers (e.g. specular), and to collapse the &#039;tree&#039; to make it easier to focus on the other layers.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Each time you import a new diffuse texture (or duplicate one, e.g. the rust layers in this example) you&#039;ll have to also import a normal and possibly specular map, so layer groups become more and more useful.&lt;br /&gt;
&lt;br /&gt;
== Tip 2 - Don&#039;t be Destructive ==&lt;br /&gt;
&lt;br /&gt;
You can do all the opacity work using an erase brush, but many programs tend to discard a pixel&#039;s colour once it has been made fully transparent. Masks are the best way to let you do whatever you want with opacity while guaranteeing the original colours will be retained, so nothing is lost.&lt;br /&gt;
&lt;br /&gt;
== Tip 3 - Model Textures ==&lt;br /&gt;
&lt;br /&gt;
If you&#039;re making a texture for a model, import its UV map to make it easier to position things. E.g. This is for a button texture:&lt;br /&gt;
&lt;br /&gt;
[[File:Button uv example.jpg|300px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;3 Types of rust (including heavy rust around the button), with the UV map making it clear where the rivets should go.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:RedButton1.jpg|300px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The model in game. The rivets have a nice 3D look and viewed more closely, the rust is visibly rough.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Closing Remarks ==&lt;br /&gt;
&lt;br /&gt;
The first time you try this, it may take a while, but once you get the hang of it the only challenging part will be when things need to be resized/moved etc.&lt;/div&gt;</summary>
		<author><name>RSoul</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Not_Combining_Textures&amp;diff=20399</id>
		<title>Not Combining Textures</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Not_Combining_Textures&amp;diff=20399"/>
		<updated>2018-06-05T18:30:46Z</updated>

		<summary type="html">&lt;p&gt;RSoul: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Introduction ==&lt;br /&gt;
&lt;br /&gt;
This tutorial explains how to make new textures by combining parts of existing TDM textures, including their normal and specular maps (plus any other components of the material). This can prove easier than starting the whole endeavour from scratch. Normal maps can be harder to create than diffuse and specular, so the technique mentioned here can save a lot of effort.&lt;br /&gt;
&lt;br /&gt;
Example: You may want smooth metal with rust, and some rivets in very specific places. &lt;br /&gt;
&lt;br /&gt;
== Prerequisites ==&lt;br /&gt;
Intermediate knowledge of GIMP/Photoshop etc (including layers, masks, and different brush types).&lt;br /&gt;
&lt;br /&gt;
Basic understanding of diffuse, normal and specular maps (i.e. what each of them is for).&lt;br /&gt;
&lt;br /&gt;
It may help with searching to have all of TDM&#039;s textures and material files extracted somewhere (but not to your main TDM folder unless you know the consequences). The textures are in the tdm_textures_... pk4 files. The materials are in tdm_models_decls01.pk4. Alternatively you can scroll through the Materials in DarkRadiant.&lt;br /&gt;
&lt;br /&gt;
== Preparation ==&lt;br /&gt;
&lt;br /&gt;
(This uses the example mentioned in the introduction)&lt;br /&gt;
&lt;br /&gt;
Find a smooth metal diffuse texture. Search the material files to find what normal and specular maps it also uses. Load each of these into a single image as separate layers.&lt;br /&gt;
&lt;br /&gt;
Find a texture which is only rust (e.g. metal\flat\solid_rust03). Use the material files to find its normal map (this one does not have a specular map).&lt;br /&gt;
&lt;br /&gt;
Something similar will be needed with the rivets textures, but it&#039;s best to leave them till later.&lt;br /&gt;
&lt;br /&gt;
Some images may be different sizes, so it&#039;s best to pick one size and make them all equal.&lt;br /&gt;
&lt;br /&gt;
You should now have a set of layers like this:&lt;br /&gt;
&lt;br /&gt;
[[File:layers.jpg|200px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;It&#039;s best to arrange the layer order into diffuse, normal and specular.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Processing 1 - Rust Diffuse Layer ==&lt;br /&gt;
&lt;br /&gt;
{{important|headline=Note|text=For terrain textures, you&#039;ll need to ensure the masks are seamless}}&lt;br /&gt;
Turn off all of the layers except for the diffuse for the plain metal and the rust.&lt;br /&gt;
&lt;br /&gt;
Add a mask to the rust diffuse layer, and fill this with solid black to make it fully transparent (it&#039;s better to use masks instead of normal erasing because it preserves all of the layer&#039;s original colours).&lt;br /&gt;
&lt;br /&gt;
To get a light smattering of rust, you need to draw a soft &#039;&#039;&#039;white&#039;&#039;&#039; wispy pattern &#039;&#039;&#039;on to the mask&#039;&#039;&#039;. GIMP has several brushes that can make this fairly simple:&lt;br /&gt;
&lt;br /&gt;
[[File:gimp_brushes.jpg|200px]]&lt;br /&gt;
&lt;br /&gt;
Experiment with brush sizes, types and colour (greyscale) to get a pattern of rust that looks good. Example: &lt;br /&gt;
&lt;br /&gt;
Normal view -&amp;gt; [[File:Rust light.jpg|200px]] Mask visible -&amp;gt; [[File:Mask visble.jpg|200px]]&lt;br /&gt;
&lt;br /&gt;
For further tweaking, the mask&#039;s brightness/contrast can be edited, or you can try more advanced things like levels or curves. The overall layer opacity is also a good thing to try adjusting. E.g. Here is the above with the layer opacity set to 50%:&lt;br /&gt;
&lt;br /&gt;
[[File:Layer transp.jpg|200px]]&lt;br /&gt;
&lt;br /&gt;
{{important|headline=Note|text=It&#039;s better to use masks instead of simple erasing because you can keep all of the layer&#039;s original colour information.}}&lt;br /&gt;
&lt;br /&gt;
== Processing 2 - Rust Normal Map Layer ==&lt;br /&gt;
&lt;br /&gt;
The opacity of the diffuse layer needs to be applied to the rust&#039;s normal map so that in game, the rust appears to be much more rough than the surrounding steel.&lt;br /&gt;
&lt;br /&gt;
Copy the mask from the rust&#039;s diffuse layer, add a mask to the its normal layer, and then paste it. With that layer visible, you should see something like this:&lt;br /&gt;
&lt;br /&gt;
[[File:Rust normal opacity.jpg|200px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note that the layer opacity has been reduced to 50% to match the diffuse layer.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When showing the steel normal map, you can just about see the difference between the smooth steel and the rough rust:&lt;br /&gt;
&lt;br /&gt;
[[File:Both normals.jpg|200px]]&lt;br /&gt;
&lt;br /&gt;
== Processing 3 - Rivets Positions and Sizes ==&lt;br /&gt;
&lt;br /&gt;
{{important|headline=Warning|text=Parts of the normal map (or the entire thing) &#039;&#039;&#039;must not be rotated&#039;&#039;&#039; in any way as this will cause the colours to be incorrect.}}&lt;br /&gt;
&lt;br /&gt;
{{important|headline=Note|text=This part is more complicated, but very rewarding once you get the hang of it.}}&lt;br /&gt;
&lt;br /&gt;
Find a rivets diffuse texture, and its normal map. Its specular map can be ignored - it will save effort to make your own after the rivets have been resized and positioned correctly.&lt;br /&gt;
&lt;br /&gt;
Paste the two images as separate layers:&lt;br /&gt;
&lt;br /&gt;
[[File:Rivets layers.jpg|200px]]&lt;br /&gt;
&lt;br /&gt;
You need to think about the rivets&#039; sizes and positions, and how many you want. In this example, only a few will be needed, but their sizes and positions will need to be adjusted.&lt;br /&gt;
&lt;br /&gt;
To keep the diffuse and normal layers synchronised, you need to link them (in GIMP the link toggle is next to the visibility toggle):&lt;br /&gt;
&lt;br /&gt;
[[File:Linked layers.jpg|200px]]&lt;br /&gt;
&lt;br /&gt;
This allows &#039;&#039;basic transformations&#039;&#039; to apply to all linked layers:&lt;br /&gt;
&lt;br /&gt;
[[File:Scale down.jpg|200px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Scaling down the normal layer also scales down the diffuse layer.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{important|headline=Note|text=Using the scale and move tools only, it may not be possible to get the rivets&#039; sizes &#039;&#039;and&#039;&#039; positions right. In that situation, focus on the sizes. Individual rivets can be moved in a separate process.}}&lt;br /&gt;
&lt;br /&gt;
Use the selection tool to delete the rivets you don&#039;t want from both the normal and diffuse layers, and use the Move transformation to move them around:&lt;br /&gt;
&lt;br /&gt;
[[File:Delete 1.jpg|200px]]&lt;br /&gt;
&lt;br /&gt;
== Processing 4 - Neatening the Rivets ==&lt;br /&gt;
Once you&#039;re happy with the sizes, neaten them up by smoothly deleting the around their edges. It may be easier to use the erase brush on the normal map, and again on the diffuse map, rather than making both of them have identical opacities or using masks:&lt;br /&gt;
&lt;br /&gt;
Erasing the normal map -&amp;gt; [[File:Delete 2.jpg|200px]] Erasing the diffuse map -&amp;gt; [[File:Delete 3.jpg|200px]]&lt;br /&gt;
&lt;br /&gt;
== Processing 5 - In-Game Check ==&lt;br /&gt;
&lt;br /&gt;
Before doing any further work on the rivets, see how the current material looks in game (or in a 3D object program if you&#039;re making a model). &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Processing 5 and a half - Moving some Rivets ===&lt;br /&gt;
&lt;br /&gt;
If you want to move some rivets, but not all of them, you can still use the Transform tools and linked layers, but you have to transfer them to new layers, (diffuse and normal).&lt;br /&gt;
&lt;br /&gt;
Use the select tool around the rivet:&lt;br /&gt;
&lt;br /&gt;
[[File:Move select normal.jpg|200px]]&lt;br /&gt;
&lt;br /&gt;
In GIMP, Press Ctrl-Shift-L to float it, then right click to move it to its own layer:&lt;br /&gt;
&lt;br /&gt;
[[File:Move float norm.jpg|200px]] [[File:Move new layer normal.jpg|200px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Repeat the procedure for the diffuse layer:&lt;br /&gt;
&lt;br /&gt;
[[File:Move select diff.jpg|200px]] [[File:Move float diff.jpg|200px]] [[File:Move new layer diff.jpg|200px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Turn on the link for these to layers (ensure all others have been turned off) and they can be moved together:&lt;br /&gt;
&lt;br /&gt;
[[File:Move both.jpg|200px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Once finished, these two layers can be merged back to their original layers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Processing 6 - Extra Rust - Diffuse Map Layer ==&lt;br /&gt;
&lt;br /&gt;
In addition to the light rust that covers the whole texture, it can look good if there are heavier concentrations around rivets or other protrusions, where moisture could be expected to linger, or which be the source of a minor leak.&lt;br /&gt;
&lt;br /&gt;
Make a copy of the rust&#039;s diffuse layer (which should still have its mask). Reset the opacity to 100%, and fill the mask with black. Move it so it&#039;s underneath the rivets&#039; diffuse layer, and use a small, uneven, white brush to draw, in this example, small patches of heavy rust underneath the rivets:&lt;br /&gt;
&lt;br /&gt;
[[File:Rusty beards.jpg|200px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The advantage of using a new layer is that it can have a different opacity&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Processing 7 - Extra Rust - Normal Map Layer ==&lt;br /&gt;
&lt;br /&gt;
In the same way a normal map was made for the light rust layer, another one has to be made for the extra rust layer. Copy the rust normal map (assuming it still has its mask). Copy the mask from the new diffuse layer and apply it to new normal layer:&lt;br /&gt;
&lt;br /&gt;
[[File:Rust rivets normal.jpg|200px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The images below show all four diffuse map layers visible, and all four normal map layers visible:&lt;br /&gt;
&lt;br /&gt;
[[File:All diffuse.jpg|200px]] [[File:All normal.jpg|200px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;You should be able to see how smooth metal, light rust, heavy rust and a rivet are all represented on the normal map.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Processing 8 - Specular Map - Rust ==&lt;br /&gt;
&lt;br /&gt;
The plain steel already has a specular map, which is quite shiny. Rust should be very dull, so you need a dark, almost black, specular layer that matches the rust.&lt;br /&gt;
&lt;br /&gt;
Turn off all layers except for the rust diffuse layers. (GIMP) Right click in the layer panel and select New From Visibe:&lt;br /&gt;
&lt;br /&gt;
[[File:New from vis1.jpg|200px]] [[File:New from vis2.jpg|200px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Lower the brightness so that this is almost black (and desaturate too, if desired):&lt;br /&gt;
&lt;br /&gt;
[[File:Black spec.jpg|200px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When the steel diffuse layer is made visible, you should be able to see that there will be no shininess where there is rust.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Processing 9 - Specular Map - Rivets ==&lt;br /&gt;
&lt;br /&gt;
Copy the rivets diffuse layer, and move place it above all other specular layers. Rename it and increase its brightness:&lt;br /&gt;
&lt;br /&gt;
[[File:Rivets spec.png|200px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;This will make the rivets very shiny, and combined with their normal map they have have a strong 3D appearance.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Tip 1 - Layer Management ==&lt;br /&gt;
&lt;br /&gt;
This example has 11 layers. It&#039;s a good idea to make use of layer groups for the diffuse, normal and specular images:&lt;br /&gt;
&lt;br /&gt;
[[File:Layer group1.jpg|200px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;This allows you to easily hide a whole set of layers (e.g. specular), and to collapse the &#039;tree&#039; to make it easier to focus on the other layers.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Each time you import a new diffuse texture (or duplicate one, e.g. the rust layers in this example) you&#039;ll have to also import a normal and possibly specular map, so layer groups become more and more useful.&lt;br /&gt;
&lt;br /&gt;
== Tip 2 - Don&#039;t be Destructive ==&lt;br /&gt;
&lt;br /&gt;
You can do all the opacity work using an erase brush, but many programs tend to discard a pixel&#039;s colour once it has been made fully transparent. Masks are the best way to let you do whatever you want with opacity while guaranteeing the original colours will be retained, so nothing is lost.&lt;br /&gt;
&lt;br /&gt;
== Tip 3 - Model Textures ==&lt;br /&gt;
&lt;br /&gt;
If you&#039;re making a texture for a model, import its UV map to make it easier to position things. E.g. This is for a button texture:&lt;br /&gt;
&lt;br /&gt;
[[File:Button uv example.jpg|300px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;3 Types of rust (including heavy rust around the button), with the UV map making it clear where the rivets should go.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:RedButton1.jpg|300px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The model in game. The rivets have a nice 3D look and viewed more closely, the rust is visibly rough.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Closing Remarks ==&lt;br /&gt;
&lt;br /&gt;
The first time you try this, it may take a while, but once you get the hang of it the only challenging part will be when things need to be resized/moved etc.&lt;/div&gt;</summary>
		<author><name>RSoul</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Textures&amp;diff=20398</id>
		<title>Textures</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Textures&amp;diff=20398"/>
		<updated>2018-06-05T18:30:02Z</updated>

		<summary type="html">&lt;p&gt;RSoul: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{index-page|category=Textures|topic=textures}}&lt;br /&gt;
This page contains articles and links related to making/importing textures, editing .mtr files and others related to the mod.&lt;br /&gt;
&lt;br /&gt;
== Making Textures ==&lt;br /&gt;
* [[Texture Creation - Basic Tutorial]]&lt;br /&gt;
* [[DDS creation]]&lt;br /&gt;
* &#039;&#039;&#039;[[How to add Textures to The Dark Mod]]&#039;&#039;&#039; &#039;&#039;-- (Overall Information and Guides)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;[[Texture Guidelines]]&#039;&#039;&#039;  &#039;&#039;-- (Info on our hi-res repository, and what sizes to use for textures)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;[[Texture Folder Structure]]&#039;&#039;&#039;  &#039;&#039;-- (Where to save new textures)&#039;&#039;&lt;br /&gt;
* Basic Texture Information:  http://www.modwiki.net/wiki/Texturing&lt;br /&gt;
* [[Common Texture Mistakes]]&lt;br /&gt;
* [[Texture Sources]] &#039;&#039;-- (Good places to find source textures and photos)&#039;&#039;&lt;br /&gt;
* [[How to give Textures a nice Glow]]&lt;br /&gt;
=== Diffusemaps ===&lt;br /&gt;
* [[Advanced Tips for Creating Diffusemaps]]&lt;br /&gt;
* [[Remove Shadows in Source Images]]&lt;br /&gt;
=== Normalmaps ===&lt;br /&gt;
* [[Normalmaps, How to Make Good Ones]]&lt;br /&gt;
* [[No more Heightmaps]]  &#039;&#039;-- (Basic info for turning a heightmap into a normalmap)&#039;&#039;&lt;br /&gt;
* [[Wall Texture Tutorial]] &#039;&#039;-- (How to make good normalmaps with Maya)&#039;&#039;&lt;br /&gt;
* [[Creating Textures with Normals out of Models]]  &#039;&#039;-- (More info on using modeling software to make normalmaps)&#039;&#039;&lt;br /&gt;
* [[Inverse Normalmaps]]  &#039;&#039;-- (A way to check if your normalmaps are correct)&#039;&#039;&lt;br /&gt;
* [[Inverting Normalmaps]] &#039;&#039;-- (How to fix them if they aren&#039;t correct)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Material Files ==&lt;br /&gt;
&#039;&#039;(Material files tell D3 what to do with your texture images. Without one, your texture will not work)&#039;&#039;&lt;br /&gt;
* [[Basic Material File]]  &#039;&#039;-- (How to get a new texture in game)&#039;&#039;&lt;br /&gt;
* [[Surface Types]] &#039;&#039;-- (How to tell the engine whether your surface is stone, wood, grass, etc)&#039;&#039;&lt;br /&gt;
* [[Making Semi-transparent textures]]&lt;br /&gt;
* [[Detail Textures]]&lt;br /&gt;
* [[Virtual Ambient Light Textures]] &#039;&#039;-- (Information about the required ambient stages of materials)&#039;&#039;&lt;br /&gt;
* [[TDM Material Batch Conversion]] &#039;&#039;-- (Automatically convert materials to support the changes of TDM 1.03)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Textures for Models ==&lt;br /&gt;
* [[Creating Multiple Skins For A Model]] &#039;&#039;-- (How to swap different textures on the same model)&#039;&#039;&lt;br /&gt;
* [[DrVertexBlend (tutorial)]] &#039;&#039;-- (How to create smooth transitions between textures: Vertex Blending)&#039;&#039;&lt;br /&gt;
* [[Turning Shadows Off]]  &#039;&#039; -- (How to turn shadows off to varying degrees)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Other ==&lt;br /&gt;
* [[Fast Re-Texturing of your Map]]&lt;br /&gt;
* [[Grey Border Around Transparent GUI]]  &#039;&#039;-- (sometimes transparent .tgas have an unwanted grey border)&#039;&#039;&lt;br /&gt;
* [[How To Make Your Own Visportal-texture]]&lt;br /&gt;
&lt;br /&gt;
{{textures}}&lt;/div&gt;</summary>
		<author><name>RSoul</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Not_Combining_Textures&amp;diff=20389</id>
		<title>Not Combining Textures</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Not_Combining_Textures&amp;diff=20389"/>
		<updated>2018-06-04T22:46:40Z</updated>

		<summary type="html">&lt;p&gt;RSoul: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{tutorial-textures}}&lt;br /&gt;
{{darkradiant|sort=Textures}}&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
This tutorial explains how to make new textures by combining parts of existing TDM textures, including their normal and specular maps (plus any other components of the material). This can prove easier than starting the whole endeavour from scratch. Normal maps can be harder to create than diffuse and specular, so the technique mentioned here can save a lot of effort.&lt;br /&gt;
&lt;br /&gt;
Example: You may want smooth metal with rust, and some rivets in very specific places. &lt;br /&gt;
&lt;br /&gt;
== Prerequisites ==&lt;br /&gt;
Intermediate knowledge of GIMP/Photoshop etc (including layers, masks, and different brush types).&lt;br /&gt;
&lt;br /&gt;
Basic understanding of diffuse, normal and specular maps (i.e. what each of them is for).&lt;br /&gt;
&lt;br /&gt;
It may help with searching to have all of TDM&#039;s textures and material files extracted somewhere (but not to your main TDM folder unless you know the consequences). The textures are in the tdm_textures_... pk4 files. The materials are in tdm_models_decls01.pk4. Alternatively you can scroll through the Materials in DarkRadiant.&lt;br /&gt;
&lt;br /&gt;
== Preparation ==&lt;br /&gt;
&lt;br /&gt;
(This uses the example mentioned in the introduction)&lt;br /&gt;
&lt;br /&gt;
Find a smooth metal diffuse texture. Search the material files to find what normal and specular maps it also uses. Load each of these into a single image as separate layers.&lt;br /&gt;
&lt;br /&gt;
Find a texture which is only rust (e.g. metal\flat\solid_rust03). Use the material files to find its normal map (this one does not have a specular map).&lt;br /&gt;
&lt;br /&gt;
Something similar will be needed with the rivets textures, but it&#039;s best to leave them till later.&lt;br /&gt;
&lt;br /&gt;
Some images may be different sizes, so it&#039;s best to pick one size and make them all equal.&lt;br /&gt;
&lt;br /&gt;
You should now have a set of layers like this:&lt;br /&gt;
&lt;br /&gt;
[[File:layers.jpg|200px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;It&#039;s best to arrange the layer order into diffuse, normal and specular.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Processing 1 - Rust Diffuse Layer ==&lt;br /&gt;
&lt;br /&gt;
{{important|headline=Note|text=For terrain textures, you&#039;ll need to ensure the masks are seamless}}&lt;br /&gt;
Turn off all of the layers except for the diffuse for the plain metal and the rust.&lt;br /&gt;
&lt;br /&gt;
Add a mask to the rust diffuse layer, and fill this with solid black to make it fully transparent (it&#039;s better to use masks instead of normal erasing because it preserves all of the layer&#039;s original colours).&lt;br /&gt;
&lt;br /&gt;
To get a light smattering of rust, you need to draw a soft &#039;&#039;&#039;white&#039;&#039;&#039; wispy pattern &#039;&#039;&#039;on to the mask&#039;&#039;&#039;. GIMP has several brushes that can make this fairly simple:&lt;br /&gt;
&lt;br /&gt;
[[File:gimp_brushes.jpg|200px]]&lt;br /&gt;
&lt;br /&gt;
Experiment with brush sizes, types and colour (greyscale) to get a pattern of rust that looks good. Example: &lt;br /&gt;
&lt;br /&gt;
Normal view -&amp;gt; [[File:Rust light.jpg|200px]] Mask visible -&amp;gt; [[File:Mask visble.jpg|200px]]&lt;br /&gt;
&lt;br /&gt;
For further tweaking, the mask&#039;s brightness/contrast can be edited, or you can try more advanced things like levels or curves. The overall layer opacity is also a good thing to try adjusting. E.g. Here is the above with the layer opacity set to 50%:&lt;br /&gt;
&lt;br /&gt;
[[File:Layer transp.jpg|200px]]&lt;br /&gt;
&lt;br /&gt;
{{important|headline=Note|text=It&#039;s better to use masks instead of simple erasing because you can keep all of the layer&#039;s original colour information.}}&lt;br /&gt;
&lt;br /&gt;
== Processing 2 - Rust Normal Map Layer ==&lt;br /&gt;
&lt;br /&gt;
The opacity of the diffuse layer needs to be applied to the rust&#039;s normal map so that in game, the rust appears to be much more rough than the surrounding steel.&lt;br /&gt;
&lt;br /&gt;
Copy the mask from the rust&#039;s diffuse layer, add a mask to the its normal layer, and then paste it. With that layer visible, you should see something like this:&lt;br /&gt;
&lt;br /&gt;
[[File:Rust normal opacity.jpg|200px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note that the layer opacity has been reduced to 50% to match the diffuse layer.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When showing the steel normal map, you can just about see the difference between the smooth steel and the rough rust:&lt;br /&gt;
&lt;br /&gt;
[[File:Both normals.jpg|200px]]&lt;br /&gt;
&lt;br /&gt;
== Processing 3 - Rivets Positions and Sizes ==&lt;br /&gt;
&lt;br /&gt;
{{important|headline=Warning|text=Parts of the normal map (or the entire thing) &#039;&#039;&#039;must not be rotated&#039;&#039;&#039; in any way as this will cause the colours to be incorrect.}}&lt;br /&gt;
&lt;br /&gt;
{{important|headline=Note|text=This part is more complicated, but very rewarding once you get the hang of it.}}&lt;br /&gt;
&lt;br /&gt;
Find a rivets diffuse texture, and its normal map. Its specular map can be ignored - it will save effort to make your own after the rivets have been resized and positioned correctly.&lt;br /&gt;
&lt;br /&gt;
Paste the two images as separate layers:&lt;br /&gt;
&lt;br /&gt;
[[File:Rivets layers.jpg|200px]]&lt;br /&gt;
&lt;br /&gt;
You need to think about the rivets&#039; sizes and positions, and how many you want. In this example, only a few will be needed, but their sizes and positions will need to be adjusted.&lt;br /&gt;
&lt;br /&gt;
To keep the diffuse and normal layers synchronised, you need to link them (in GIMP the link toggle is next to the visibility toggle):&lt;br /&gt;
&lt;br /&gt;
[[File:Linked layers.jpg|200px]]&lt;br /&gt;
&lt;br /&gt;
This allows &#039;&#039;basic transformations&#039;&#039; to apply to all linked layers:&lt;br /&gt;
&lt;br /&gt;
[[File:Scale down.jpg|200px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Scaling down the normal layer also scales down the diffuse layer.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{important|headline=Note|text=Using the scale and move tools only, it may not be possible to get the rivets&#039; sizes &#039;&#039;and&#039;&#039; positions right. In that situation, focus on the sizes. Individual rivets can be moved in a separate process.}}&lt;br /&gt;
&lt;br /&gt;
Use the selection tool to delete the rivets you don&#039;t want from both the normal and diffuse layers, and use the Move transformation to move them around:&lt;br /&gt;
&lt;br /&gt;
[[File:Delete 1.jpg|200px]]&lt;br /&gt;
&lt;br /&gt;
== Processing 4 - Neatening the Rivets ==&lt;br /&gt;
Once you&#039;re happy with the sizes, neaten them up by smoothly deleting the around their edges. It may be easier to use the erase brush on the normal map, and again on the diffuse map, rather than making both of them have identical opacities or using masks:&lt;br /&gt;
&lt;br /&gt;
Erasing the normal map -&amp;gt; [[File:Delete 2.jpg|200px]] Erasing the diffuse map -&amp;gt; [[File:Delete 3.jpg|200px]]&lt;br /&gt;
&lt;br /&gt;
== Processing 5 - In-Game Check ==&lt;br /&gt;
&lt;br /&gt;
Before doing any further work on the rivets, see how the current material looks in game (or in a 3D object program if you&#039;re making a model). &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Processing 5 and a half - Moving some Rivets ===&lt;br /&gt;
&lt;br /&gt;
If you want to move some rivets, but not all of them, you can still use the Transform tools and linked layers, but you have to transfer them to new layers, (diffuse and normal).&lt;br /&gt;
&lt;br /&gt;
Use the select tool around the rivet:&lt;br /&gt;
&lt;br /&gt;
[[File:Move select normal.jpg|200px]]&lt;br /&gt;
&lt;br /&gt;
In GIMP, Press Ctrl-Shift-L to float it, then right click to move it to its own layer:&lt;br /&gt;
&lt;br /&gt;
[[File:Move float norm.jpg|200px]] [[File:Move new layer normal.jpg|200px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Repeat the procedure for the diffuse layer:&lt;br /&gt;
&lt;br /&gt;
[[File:Move select diff.jpg|200px]] [[File:Move float diff.jpg|200px]] [[File:Move new layer diff.jpg|200px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Turn on the link for these to layers (ensure all others have been turned off) and they can be moved together:&lt;br /&gt;
&lt;br /&gt;
[[File:Move both.jpg|200px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Once finished, these two layers can be merged back to their original layers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Processing 6 - Extra Rust - Diffuse Map Layer ==&lt;br /&gt;
&lt;br /&gt;
In addition to the light rust that covers the whole texture, it can look good if there are heavier concentrations around rivets or other protrusions, where moisture could be expected to linger, or which be the source of a minor leak.&lt;br /&gt;
&lt;br /&gt;
Make a copy of the rust&#039;s diffuse layer (which should still have its mask). Reset the opacity to 100%, and fill the mask with black. Move it so it&#039;s underneath the rivets&#039; diffuse layer, and use a small, uneven, white brush to draw, in this example, small patches of heavy rust underneath the rivets:&lt;br /&gt;
&lt;br /&gt;
[[File:Rusty beards.jpg|200px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The advantage of using a new layer is that it can have a different opacity&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Processing 7 - Extra Rust - Normal Map Layer ==&lt;br /&gt;
&lt;br /&gt;
In the same way a normal map was made for the light rust layer, another one has to be made for the extra rust layer. Copy the rust normal map (assuming it still has its mask). Copy the mask from the new diffuse layer and apply it to new normal layer:&lt;br /&gt;
&lt;br /&gt;
[[File:Rust rivets normal.jpg|200px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The images below show all four diffuse map layers visible, and all four normal map layers visible:&lt;br /&gt;
&lt;br /&gt;
[[File:All diffuse.jpg|200px]] [[File:All normal.jpg|200px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;You should be able to see how smooth metal, light rust, heavy rust and a rivet are all represented on the normal map.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Processing 8 - Specular Map - Rust ==&lt;br /&gt;
&lt;br /&gt;
The plain steel already has a specular map, which is quite shiny. Rust should be very dull, so you need a dark, almost black, specular layer that matches the rust.&lt;br /&gt;
&lt;br /&gt;
Turn off all layers except for the rust diffuse layers. (GIMP) Right click in the layer panel and select New From Visibe:&lt;br /&gt;
&lt;br /&gt;
[[File:New from vis1.jpg|200px]] [[File:New from vis2.jpg|200px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Lower the brightness so that this is almost black (and desaturate too, if desired):&lt;br /&gt;
&lt;br /&gt;
[[File:Black spec.jpg|200px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When the steel diffuse layer is made visible, you should be able to see that there will be no shininess where there is rust.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Processing 9 - Specular Map - Rivets ==&lt;br /&gt;
&lt;br /&gt;
Copy the rivets diffuse layer, and move place it above all other specular layers. Rename it and increase its brightness:&lt;br /&gt;
&lt;br /&gt;
[[File:Rivets spec.png|200px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;This will make the rivets very shiny, and combined with their normal map they have have a strong 3D appearance.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Tip 1 - Layer Management ==&lt;br /&gt;
&lt;br /&gt;
This example has 11 layers. It&#039;s a good idea to make use of layer groups for the diffuse, normal and specular images:&lt;br /&gt;
&lt;br /&gt;
[[File:Layer group1.jpg|200px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;This allows you to easily hide a whole set of layers (e.g. specular), and to collapse the &#039;tree&#039; to make it easier to focus on the other layers.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Each time you import a new diffuse texture (or duplicate one, e.g. the rust layers in this example) you&#039;ll have to also import a normal and possibly specular map, so layer groups become more and more useful.&lt;br /&gt;
&lt;br /&gt;
== Tip 2 - Don&#039;t be Destructive ==&lt;br /&gt;
&lt;br /&gt;
You can do all the opacity work using an erase brush, but many programs tend to discard a pixel&#039;s colour once it has been made fully transparent. Masks are the best way to let you do whatever you want with opacity while guaranteeing the original colours will be retained, so nothing is lost.&lt;br /&gt;
&lt;br /&gt;
== Tip 3 - Model Textures ==&lt;br /&gt;
&lt;br /&gt;
If you&#039;re making a texture for a model, import its UV map to make it easier to position things. E.g. This is for a button texture:&lt;br /&gt;
&lt;br /&gt;
[[File:Button uv example.jpg|300px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;3 Types of rust (including heavy rust around the button), with the UV map making it clear where the rivets should go.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:RedButton1.jpg|300px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The model in game. The rivets have a nice 3D look and viewed more closely, the rust is visibly rough.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Closing Remarks ==&lt;br /&gt;
&lt;br /&gt;
The first time you try this, it may take a while, but once you get the hang of it the only challenging part will be when things need to be resized/moved etc.&lt;/div&gt;</summary>
		<author><name>RSoul</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Not_Combining_Textures&amp;diff=20323</id>
		<title>Not Combining Textures</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Not_Combining_Textures&amp;diff=20323"/>
		<updated>2018-05-28T22:56:56Z</updated>

		<summary type="html">&lt;p&gt;RSoul: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{tutorial-textures}}&lt;br /&gt;
{{darkradiant|sort=Textures}}&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
This tutorial explains how to make new textures by combining parts of existing TDM textures, including their normal and specular maps (plus any other components of the material). This can prove easier than starting the whole endeavour from scratch. Normal maps can be harder to create than diffuse and specular, so the technique mentioned here can save a lot of effort.&lt;br /&gt;
&lt;br /&gt;
Example: You may want smooth metal with rust, and some rivets in very specific places. &lt;br /&gt;
&lt;br /&gt;
== Prerequisites ==&lt;br /&gt;
Intermediate knowledge of GIMP/Photoshop etc (including layers, masks, and different brush types).&lt;br /&gt;
&lt;br /&gt;
Basic understanding of diffuse, normal and specular maps (i.e. what each of them is for).&lt;br /&gt;
&lt;br /&gt;
It may help with searching to have all of TDM&#039;s textures and material files extracted somewhere (but not to your main TDM folder unless you know the consequences). The textures are in the tdm_textures_... pk4 files. The materials are in tdm_models_decls01.pk4. Alternatively you can scroll through the Materials in DarkRadiant.&lt;br /&gt;
&lt;br /&gt;
== Preparation ==&lt;br /&gt;
&lt;br /&gt;
(This uses the example mentioned in the introduction)&lt;br /&gt;
&lt;br /&gt;
Find a smooth metal diffuse texture. Search the material files to find what normal and specular maps it also uses. Load each of these into a single image as separate layers.&lt;br /&gt;
&lt;br /&gt;
Find a texture which is only rust (e.g. metal\flat\solid_rust03). Use the material files to find its normal map (this one does not have a specular map).&lt;br /&gt;
&lt;br /&gt;
Something similar will be needed with the rivets textures, but it&#039;s best to leave them till later.&lt;br /&gt;
&lt;br /&gt;
Some images may be different sizes, so it&#039;s best to pick one size and make them all equal.&lt;br /&gt;
&lt;br /&gt;
You should now have a set of layers like this:&lt;br /&gt;
&lt;br /&gt;
[[File:layers.jpg|200px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;It&#039;s best to arrange the layer order into diffuse, normal and specular.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Processing 1 - Rust Diffuse Layer ==&lt;br /&gt;
&lt;br /&gt;
{{important|headline=Note|text=For terrain textures, you&#039;ll need to ensure the masks are seamless}}&lt;br /&gt;
Turn off all of the layers except for the diffuse for the plain metal and the rust.&lt;br /&gt;
&lt;br /&gt;
Add a mask to the rust diffuse layer, and fill this with solid black to make it fully transparent (it&#039;s better to use masks instead of normal erasing because it preserves all of the layer&#039;s original colours).&lt;br /&gt;
&lt;br /&gt;
To get a light smattering of rust, you need to draw a soft &#039;&#039;&#039;white&#039;&#039;&#039; wispy pattern &#039;&#039;&#039;on to the mask&#039;&#039;&#039;. GIMP has several brushes that can make this fairly simple:&lt;br /&gt;
&lt;br /&gt;
[[File:gimp_brushes.jpg|200px]]&lt;br /&gt;
&lt;br /&gt;
Experiment with brush sizes, types and colour (greyscale) to get a pattern of rust that looks good. Example: &lt;br /&gt;
&lt;br /&gt;
Normal view -&amp;gt; [[File:Rust light.jpg|200px]] Mask visible -&amp;gt; [[File:Mask visble.jpg|200px]]&lt;br /&gt;
&lt;br /&gt;
For further tweaking, the mask&#039;s brightness/contrast can be edited, or you can try more advanced things like levels or curves. The overall layer opacity is also a good thing to try adjusting. E.g. Here is the above with the layer opacity set to 50%:&lt;br /&gt;
&lt;br /&gt;
[[File:Layer transp.jpg|200px]]&lt;br /&gt;
&lt;br /&gt;
{{important|headline=Note|text=It&#039;s better to use masks instead of simple erasing because you can keep all of the layer&#039;s original colour information.}}&lt;br /&gt;
&lt;br /&gt;
== Processing 2 - Rust Normal Map Layer ==&lt;br /&gt;
&lt;br /&gt;
The opacity of the diffuse layer needs to be applied to the rust&#039;s normal map so that in game, the rust appears to be much more rough than the surrounding steel.&lt;br /&gt;
&lt;br /&gt;
Copy the mask from the rust&#039;s diffuse layer, add a mask to the its normal layer, and then paste it. With that layer visible, you should see something like this:&lt;br /&gt;
&lt;br /&gt;
[[File:Rust normal opacity.jpg|200px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note that the layer opacity has been reduced to 50% to match the diffuse layer.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When showing the steel normal map, you can just about see the difference between the smooth steel and the rough rust:&lt;br /&gt;
&lt;br /&gt;
[[File:Both normals.jpg|200px]]&lt;br /&gt;
&lt;br /&gt;
== Processing 3 - Rivets Positions and Sizes ==&lt;br /&gt;
&lt;br /&gt;
{{important|headline=Note|text=This part is more complicated, but very rewarding once you get the hang of it.}}&lt;br /&gt;
&lt;br /&gt;
Find a rivets diffuse texture, and its normal map. Its specular map can be ignored - it will save effort to make your own after the rivets have been resized and positioned correctly.&lt;br /&gt;
&lt;br /&gt;
Paste the two images as separate layers:&lt;br /&gt;
&lt;br /&gt;
[[File:Rivets layers.jpg|200px]]&lt;br /&gt;
&lt;br /&gt;
You need to think about the rivets&#039; sizes and positions, and how many you want. In this example, only a few will be needed, but their sizes and positions will need to be adjusted.&lt;br /&gt;
&lt;br /&gt;
To keep the diffuse and normal layers synchronised, you need to link them (in GIMP the link toggle is next to the visibility toggle):&lt;br /&gt;
&lt;br /&gt;
[[File:Linked layers.jpg|200px]]&lt;br /&gt;
&lt;br /&gt;
This allows &#039;&#039;basic transformations&#039;&#039; to apply to all linked layers:&lt;br /&gt;
&lt;br /&gt;
[[File:Scale down.jpg|200px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Scaling down the normal layer also scales down the diffuse layer.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{important|headline=Note|text=Using the scale and move tools only, it may not be possible to get the rivets&#039; sizes &#039;&#039;and&#039;&#039; positions right. In that situation, focus on the sizes. Individual rivets can be moved in a separate process.}}&lt;br /&gt;
&lt;br /&gt;
Use the selection tool to delete the rivets you don&#039;t want from both the normal and diffuse layers, and use the Move transformation to move them around:&lt;br /&gt;
&lt;br /&gt;
[[File:Delete 1.jpg|200px]]&lt;br /&gt;
&lt;br /&gt;
== Processing 4 - Neatening the Rivets ==&lt;br /&gt;
Once you&#039;re happy with the sizes, neaten them up by smoothly deleting the around their edges. It may be easier to use the erase brush on the normal map, and again on the diffuse map, rather than making both of them have identical opacities or using masks:&lt;br /&gt;
&lt;br /&gt;
Erasing the normal map -&amp;gt; [[File:Delete 2.jpg|200px]] Erasing the diffuse map -&amp;gt; [[File:Delete 3.jpg|200px]]&lt;br /&gt;
&lt;br /&gt;
== Processing 5 - In-Game Check ==&lt;br /&gt;
&lt;br /&gt;
Before doing any further work on the rivets, see how the current material looks in game (or in a 3D object program if you&#039;re making a model). &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Processing 5 and a half - Moving some Rivets ===&lt;br /&gt;
&lt;br /&gt;
If you want to move some rivets, but not all of them, you can still use the Transform tools and linked layers, but you have to transfer them to new layers, (diffuse and normal).&lt;br /&gt;
&lt;br /&gt;
Use the select tool around the rivet:&lt;br /&gt;
&lt;br /&gt;
[[File:Move select normal.jpg|200px]]&lt;br /&gt;
&lt;br /&gt;
In GIMP, Press Ctrl-Shift-L to float it, then right click to move it to its own layer:&lt;br /&gt;
&lt;br /&gt;
[[File:Move float norm.jpg|200px]] [[File:Move new layer normal.jpg|200px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Repeat the procedure for the diffuse layer:&lt;br /&gt;
&lt;br /&gt;
[[File:Move select diff.jpg|200px]] [[File:Move float diff.jpg|200px]] [[File:Move new layer diff.jpg|200px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Turn on the link for these to layers (ensure all others have been turned off) and they can be moved together:&lt;br /&gt;
&lt;br /&gt;
[[File:Move both.jpg|200px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Once finished, these two layers can be merged back to their original layers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Processing 6 - Extra Rust - Diffuse Map Layer ==&lt;br /&gt;
&lt;br /&gt;
In addition to the light rust that covers the whole texture, it can look good if there are heavier concentrations around rivets or other protrusions, where moisture could be expected to linger, or which be the source of a minor leak.&lt;br /&gt;
&lt;br /&gt;
Make a copy of the rust&#039;s diffuse layer (which should still have its mask). Reset the opacity to 100%, and fill the mask with black. Move it so it&#039;s underneath the rivets&#039; diffuse layer, and use a small, uneven, white brush to draw, in this example, small patches of heavy rust underneath the rivets:&lt;br /&gt;
&lt;br /&gt;
[[File:Rusty beards.jpg|200px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The advantage of using a new layer is that it can have a different opacity&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Processing 7 - Extra Rust - Normal Map Layer ==&lt;br /&gt;
&lt;br /&gt;
In the same way a normal map was made for the light rust layer, another one has to be made for the extra rust layer. Copy the rust normal map (assuming it still has its mask). Copy the mask from the new diffuse layer and apply it to new normal layer:&lt;br /&gt;
&lt;br /&gt;
[[File:Rust rivets normal.jpg|200px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The images below show all four diffuse map layers visible, and all four normal map layers visible:&lt;br /&gt;
&lt;br /&gt;
[[File:All diffuse.jpg|200px]] [[File:All normal.jpg|200px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;You should be able to see how smooth metal, light rust, heavy rust and a rivet are all represented on the normal map.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Processing 8 - Specular Map - Rust ==&lt;br /&gt;
&lt;br /&gt;
The plain steel already has a specular map, which is quite shiny. Rust should be very dull, so you need a dark, almost black, specular layer that matches the rust.&lt;br /&gt;
&lt;br /&gt;
Turn off all layers except for the rust diffuse layers. (GIMP) Right click in the layer panel and select New From Visibe:&lt;br /&gt;
&lt;br /&gt;
[[File:New from vis1.jpg|200px]] [[File:New from vis2.jpg|200px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Lower the brightness so that this is almost black (and desaturate too, if desired):&lt;br /&gt;
&lt;br /&gt;
[[File:Black spec.jpg|200px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When the steel diffuse layer is made visible, you should be able to see that there will be no shininess where there is rust.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Processing 9 - Specular Map - Rivets ==&lt;br /&gt;
&lt;br /&gt;
Copy the rivets diffuse layer, and move place it above all other specular layers. Rename it and increase its brightness:&lt;br /&gt;
&lt;br /&gt;
[[File:Rivets spec.png|200px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;This will make the rivets very shiny, and combined with their normal map they have have a strong 3D appearance.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Tip 1 - Layer Management ==&lt;br /&gt;
&lt;br /&gt;
This example has 11 layers. It&#039;s a good idea to make use of layer groups for the diffuse, normal and specular images:&lt;br /&gt;
&lt;br /&gt;
[[File:Layer group1.jpg|200px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;This allows you to easily hide a whole set of layers (e.g. specular), and to collapse the &#039;tree&#039; to make it easier to focus on the other layers.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Each time you import a new diffuse texture (or duplicate one, e.g. the rust layers in this example) you&#039;ll have to also import a normal and possibly specular map, so layer groups become more and more useful.&lt;br /&gt;
&lt;br /&gt;
== Tip 2 - Don&#039;t be Destructive ==&lt;br /&gt;
&lt;br /&gt;
You can do all the opacity work using an erase brush, but many programs tend to discard a pixel&#039;s colour once it has been made fully transparent. Masks are the best way to let you do whatever you want with opacity while guaranteeing the original colours will be retained, so nothing is lost.&lt;br /&gt;
&lt;br /&gt;
== Tip 3 - Model Textures ==&lt;br /&gt;
&lt;br /&gt;
If you&#039;re making a texture for a model, import its UV map to make it easier to position things. E.g. This is for a button texture:&lt;br /&gt;
&lt;br /&gt;
[[File:Button uv example.jpg|300px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;3 Types of rust (including heavy rust around the button), with the UV map making it clear where the rivets should go.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:RedButton1.jpg|300px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The model in game. The rivets have a nice 3D look and viewed more closely, the rust is visibly rough.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Closing Remarks ==&lt;br /&gt;
&lt;br /&gt;
The first time you try this, it may take a while, but once you get the hang of it the only challenging part will be when things need to be resized/moved etc.&lt;/div&gt;</summary>
		<author><name>RSoul</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Textures&amp;diff=20322</id>
		<title>Textures</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Textures&amp;diff=20322"/>
		<updated>2018-05-28T21:07:34Z</updated>

		<summary type="html">&lt;p&gt;RSoul: /* Making Textures */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{index-page|category=Textures|topic=textures}}&lt;br /&gt;
This page contains articles and links related to making/importing textures, editing .mtr files and others related to the mod.&lt;br /&gt;
&lt;br /&gt;
== Making Textures ==&lt;br /&gt;
* [[Texture Creation - Basic Tutorial]]&lt;br /&gt;
* [[DDS creation]]&lt;br /&gt;
* &#039;&#039;&#039;[[How to add Textures to The Dark Mod]]&#039;&#039;&#039; &#039;&#039;-- (Overall Information and Guides)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;[[Texture Guidelines]]&#039;&#039;&#039;  &#039;&#039;-- (Info on our hi-res repository, and what sizes to use for textures)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;[[Texture Folder Structure]]&#039;&#039;&#039;  &#039;&#039;-- (Where to save new textures)&#039;&#039;&lt;br /&gt;
* Basic Texture Information:  http://www.modwiki.net/wiki/Texturing&lt;br /&gt;
* [[Common Texture Mistakes]]&lt;br /&gt;
* [[Texture Sources]] &#039;&#039;-- (Good places to find source textures and photos)&#039;&#039;&lt;br /&gt;
* [[How to give Textures a nice Glow]]&lt;br /&gt;
* [[Combining Textures]]&lt;br /&gt;
=== Diffusemaps ===&lt;br /&gt;
* [[Advanced Tips for Creating Diffusemaps]]&lt;br /&gt;
* [[Remove Shadows in Source Images]]&lt;br /&gt;
=== Normalmaps ===&lt;br /&gt;
* [[Normalmaps, How to Make Good Ones]]&lt;br /&gt;
* [[No more Heightmaps]]  &#039;&#039;-- (Basic info for turning a heightmap into a normalmap)&#039;&#039;&lt;br /&gt;
* [[Wall Texture Tutorial]] &#039;&#039;-- (How to make good normalmaps with Maya)&#039;&#039;&lt;br /&gt;
* [[Creating Textures with Normals out of Models]]  &#039;&#039;-- (More info on using modeling software to make normalmaps)&#039;&#039;&lt;br /&gt;
* [[Inverse Normalmaps]]  &#039;&#039;-- (A way to check if your normalmaps are correct)&#039;&#039;&lt;br /&gt;
* [[Inverting Normalmaps]] &#039;&#039;-- (How to fix them if they aren&#039;t correct)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Material Files ==&lt;br /&gt;
&#039;&#039;(Material files tell D3 what to do with your texture images. Without one, your texture will not work)&#039;&#039;&lt;br /&gt;
* [[Basic Material File]]  &#039;&#039;-- (How to get a new texture in game)&#039;&#039;&lt;br /&gt;
* [[Surface Types]] &#039;&#039;-- (How to tell the engine whether your surface is stone, wood, grass, etc)&#039;&#039;&lt;br /&gt;
* [[Making Semi-transparent textures]]&lt;br /&gt;
* [[Detail Textures]]&lt;br /&gt;
* [[Virtual Ambient Light Textures]] &#039;&#039;-- (Information about the required ambient stages of materials)&#039;&#039;&lt;br /&gt;
* [[TDM Material Batch Conversion]] &#039;&#039;-- (Automatically convert materials to support the changes of TDM 1.03)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Textures for Models ==&lt;br /&gt;
* [[Creating Multiple Skins For A Model]] &#039;&#039;-- (How to swap different textures on the same model)&#039;&#039;&lt;br /&gt;
* [[DrVertexBlend (tutorial)]] &#039;&#039;-- (How to create smooth transitions between textures: Vertex Blending)&#039;&#039;&lt;br /&gt;
* [[Turning Shadows Off]]  &#039;&#039; -- (How to turn shadows off to varying degrees)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Other ==&lt;br /&gt;
* [[Fast Re-Texturing of your Map]]&lt;br /&gt;
* [[Grey Border Around Transparent GUI]]  &#039;&#039;-- (sometimes transparent .tgas have an unwanted grey border)&#039;&#039;&lt;br /&gt;
* [[How To Make Your Own Visportal-texture]]&lt;br /&gt;
&lt;br /&gt;
{{textures}}&lt;/div&gt;</summary>
		<author><name>RSoul</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Not_Combining_Textures&amp;diff=20321</id>
		<title>Not Combining Textures</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Not_Combining_Textures&amp;diff=20321"/>
		<updated>2018-05-28T20:59:56Z</updated>

		<summary type="html">&lt;p&gt;RSoul: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{tutorial-textures}}&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
This tutorial explains how to make new textures by combining parts of existing TDM textures, including their normal and specular maps (plus any other components of the material). This can prove easier than starting the whole endeavour from scratch. Normal maps can be harder to create than diffuse and specular, so the technique mentioned here can save a lot of effort.&lt;br /&gt;
&lt;br /&gt;
Example: You may want smooth metal with rust, and some rivets in very specific places. &lt;br /&gt;
&lt;br /&gt;
== Prerequisites ==&lt;br /&gt;
Intermediate knowledge of GIMP/Photoshop etc (including layers, masks, and different brush types).&lt;br /&gt;
&lt;br /&gt;
Basic understanding of diffuse, normal and specular maps (i.e. what each of them is for).&lt;br /&gt;
&lt;br /&gt;
It may help with searching to have all of TDM&#039;s textures and material files extracted somewhere (but not to your main TDM folder unless you know the consequences). The textures are in the tdm_textures_... pk4 files. The materials are in tdm_models_decls01.pk4. Alternatively you can scroll through the Materials in DarkRadiant.&lt;br /&gt;
&lt;br /&gt;
== Preparation ==&lt;br /&gt;
&lt;br /&gt;
(This uses the example mentioned in the introduction)&lt;br /&gt;
&lt;br /&gt;
Find a smooth metal diffuse texture. Search the material files to find what normal and specular maps it also uses. Load each of these into a single image as separate layers.&lt;br /&gt;
&lt;br /&gt;
Find a texture which is only rust (e.g. metal\flat\solid_rust03). Use the material files to find its normal map (this one does not have a specular map).&lt;br /&gt;
&lt;br /&gt;
Something similar will be needed with the rivets textures, but it&#039;s best to leave them till later.&lt;br /&gt;
&lt;br /&gt;
Some images may be different sizes, so it&#039;s best to pick one size and make them all equal.&lt;br /&gt;
&lt;br /&gt;
You should now have a set of layers like this:&lt;br /&gt;
&lt;br /&gt;
[[File:layers.jpg|200px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;It&#039;s best to arrange the layer order into diffuse, normal and specular.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Processing 1 - Rust Diffuse Layer ==&lt;br /&gt;
&lt;br /&gt;
{{important|headline=Note|text=For terrain textures, you&#039;ll need to ensure the masks are seamless}}&lt;br /&gt;
Turn off all of the layers except for the diffuse for the plain metal and the rust.&lt;br /&gt;
&lt;br /&gt;
Add a mask to the rust diffuse layer, and fill this with solid black to make it fully transparent (it&#039;s better to use masks instead of normal erasing because it preserves all of the layer&#039;s original colours).&lt;br /&gt;
&lt;br /&gt;
To get a light smattering of rust, you need to draw a soft &#039;&#039;&#039;white&#039;&#039;&#039; wispy pattern &#039;&#039;&#039;on to the mask&#039;&#039;&#039;. GIMP has several brushes that can make this fairly simple:&lt;br /&gt;
&lt;br /&gt;
[[File:gimp_brushes.jpg|200px]]&lt;br /&gt;
&lt;br /&gt;
Experiment with brush sizes, types and colour (greyscale) to get a pattern of rust that looks good. Example: &lt;br /&gt;
&lt;br /&gt;
Normal view -&amp;gt; [[File:Rust light.jpg|200px]] Mask visible -&amp;gt; [[File:Mask visble.jpg|200px]]&lt;br /&gt;
&lt;br /&gt;
For further tweaking, the mask&#039;s brightness/contrast can be edited, or you can try more advanced things like levels or curves. The overall layer opacity is also a good thing to try adjusting. E.g. Here is the above with the layer opacity set to 50%:&lt;br /&gt;
&lt;br /&gt;
[[File:Layer transp.jpg|200px]]&lt;br /&gt;
&lt;br /&gt;
{{important|headline=Note|text=It&#039;s better to use masks instead of simple erasing because you can keep all of the layer&#039;s original colour information.}}&lt;br /&gt;
&lt;br /&gt;
== Processing 2 - Rust Normal Map Layer ==&lt;br /&gt;
&lt;br /&gt;
The opacity of the diffuse layer needs to be applied to the rust&#039;s normal map so that in game, the rust appears to be much more rough than the surrounding steel.&lt;br /&gt;
&lt;br /&gt;
Copy the mask from the rust&#039;s diffuse layer, add a mask to the its normal layer, and then paste it. With that layer visible, you should see something like this:&lt;br /&gt;
&lt;br /&gt;
[[File:Rust normal opacity.jpg|200px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note that the layer opacity has been reduced to 50% to match the diffuse layer.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When showing the steel normal map, you can just about see the difference between the smooth steel and the rough rust:&lt;br /&gt;
&lt;br /&gt;
[[File:Both normals.jpg|200px]]&lt;br /&gt;
&lt;br /&gt;
== Processing 3 - Rivets Positions and Sizes ==&lt;br /&gt;
&lt;br /&gt;
{{important|headline=Note|text=This part is more complicated, but very rewarding once you get the hang of it.}}&lt;br /&gt;
&lt;br /&gt;
Find a rivets diffuse texture, and its normal map. Its specular map can be ignored - it will save effort to make your own after the rivets have been resized and positioned correctly.&lt;br /&gt;
&lt;br /&gt;
Paste the two images as separate layers:&lt;br /&gt;
&lt;br /&gt;
[[File:Rivets layers.jpg|200px]]&lt;br /&gt;
&lt;br /&gt;
You need to think about the rivets&#039; sizes and positions, and how many you want. In this example, only a few will be needed, but their sizes and positions will need to be adjusted.&lt;br /&gt;
&lt;br /&gt;
To keep the diffuse and normal layers synchronised, you need to link them (in GIMP the link toggle is next to the visibility toggle):&lt;br /&gt;
&lt;br /&gt;
[[File:Linked layers.jpg|200px]]&lt;br /&gt;
&lt;br /&gt;
This allows &#039;&#039;basic transformations&#039;&#039; to apply to all linked layers:&lt;br /&gt;
&lt;br /&gt;
[[File:Scale down.jpg|200px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Scaling down the normal layer also scales down the diffuse layer.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{important|headline=Note|text=Using the scale and move tools only, it may not be possible to get the rivets&#039; sizes &#039;&#039;and&#039;&#039; positions right. In that situation, focus on the sizes. Individual rivets can be moved in a separate process.}}&lt;br /&gt;
&lt;br /&gt;
Use the selection tool to delete the rivets you don&#039;t want from both the normal and diffuse layers, and use the Move transformation to move them around:&lt;br /&gt;
&lt;br /&gt;
[[File:Delete 1.jpg|200px]]&lt;br /&gt;
&lt;br /&gt;
== Processing 4 - Neatening the Rivets ==&lt;br /&gt;
Once you&#039;re happy with the sizes, neaten them up by smoothly deleting the around their edges. It may be easier to use the erase brush on the normal map, and again on the diffuse map, rather than making both of them have identical opacities or using masks:&lt;br /&gt;
&lt;br /&gt;
Erasing the normal map -&amp;gt; [[File:Delete 2.jpg|200px]] Erasing the diffuse map -&amp;gt; [[File:Delete 3.jpg|200px]]&lt;br /&gt;
&lt;br /&gt;
== Processing 5 - In-Game Check ==&lt;br /&gt;
&lt;br /&gt;
Before doing any further work on the rivets, see how the current material looks in game (or in a 3D object program if you&#039;re making a model). &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Processing 5 and a half - Moving some Rivets ===&lt;br /&gt;
&lt;br /&gt;
If you want to move some rivets, but not all of them, you can still use the Transform tools and linked layers, but you have to transfer them to new layers, (diffuse and normal).&lt;br /&gt;
&lt;br /&gt;
Use the select tool around the rivet:&lt;br /&gt;
&lt;br /&gt;
[[File:Move select normal.jpg|200px]]&lt;br /&gt;
&lt;br /&gt;
In GIMP, Press Ctrl-Shift-L to float it, then right click to move it to its own layer:&lt;br /&gt;
&lt;br /&gt;
[[File:Move float norm.jpg|200px]] [[File:Move new layer normal.jpg|200px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Repeat the procedure for the diffuse layer:&lt;br /&gt;
&lt;br /&gt;
[[File:Move select diff.jpg|200px]] [[File:Move float diff.jpg|200px]] [[File:Move new layer diff.jpg|200px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Turn on the link for these to layers (ensure all others have been turned off) and they can be moved together:&lt;br /&gt;
&lt;br /&gt;
[[File:Move both.jpg|200px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Once finished, these two layers can be merged back to their original layers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Processing 6 - Extra Rust - Diffuse Map Layer ==&lt;br /&gt;
&lt;br /&gt;
In addition to the light rust that covers the whole texture, it can look good if there are heavier concentrations around rivets or other protrusions, where moisture could be expected to linger, or which be the source of a minor leak.&lt;br /&gt;
&lt;br /&gt;
Make a copy of the rust&#039;s diffuse layer (which should still have its mask). Reset the opacity to 100%, and fill the mask with black. Move it so it&#039;s underneath the rivets&#039; diffuse layer, and use a small, uneven, white brush to draw, in this example, small patches of heavy rust underneath the rivets:&lt;br /&gt;
&lt;br /&gt;
[[File:Rusty beards.jpg|200px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The advantage of using a new layer is that it can have a different opacity&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Processing 7 - Extra Rust - Normal Map Layer ==&lt;br /&gt;
&lt;br /&gt;
In the same way a normal map was made for the light rust layer, another one has to be made for the extra rust layer. Copy the rust normal map (assuming it still has its mask). Copy the mask from the new diffuse layer and apply it to new normal layer:&lt;br /&gt;
&lt;br /&gt;
[[File:Rust rivets normal.jpg|200px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The images below show all four diffuse map layers visible, and all four normal map layers visible:&lt;br /&gt;
&lt;br /&gt;
[[File:All diffuse.jpg|200px]] [[File:All normal.jpg|200px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;You should be able to see how smooth metal, light rust, heavy rust and a rivet are all represented on the normal map.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Processing 8 - Specular Map - Rust ==&lt;br /&gt;
&lt;br /&gt;
The plain steel already has a specular map, which is quite shiny. Rust should be very dull, so you need a dark, almost black, specular layer that matches the rust.&lt;br /&gt;
&lt;br /&gt;
Turn off all layers except for the rust diffuse layers. (GIMP) Right click in the layer panel and select New From Visibe:&lt;br /&gt;
&lt;br /&gt;
[[File:New from vis1.jpg|200px]] [[File:New from vis2.jpg|200px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Lower the brightness so that this is almost black (and desaturate too, if desired):&lt;br /&gt;
&lt;br /&gt;
[[File:Black spec.jpg|200px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When the steel diffuse layer is made visible, you should be able to see that there will be no shininess where there is rust.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Processing 9 - Specular Map - Rivets ==&lt;br /&gt;
&lt;br /&gt;
Copy the rivets diffuse layer, and move place it above all other specular layers. Rename it and increase its brightness:&lt;br /&gt;
&lt;br /&gt;
[[File:Rivets spec.png|200px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;This will make the rivets very shiny, and combined with their normal map they have have a strong 3D appearance.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Tip 1 - Layer Management ==&lt;br /&gt;
&lt;br /&gt;
This example has 11 layers. It&#039;s a good idea to make use of layer groups for the diffuse, normal and specular images:&lt;br /&gt;
&lt;br /&gt;
[[File:Layer group1.jpg|200px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;This allows you to easily hide a whole set of layers (e.g. specular), and to collapse the &#039;tree&#039; to make it easier to focus on the other layers.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Each time you import a new diffuse texture (or duplicate one, e.g. the rust layers in this example) you&#039;ll have to also import a normal and possibly specular map, so layer groups become more and more useful.&lt;br /&gt;
&lt;br /&gt;
== Tip 2 - Don&#039;t be Destructive ==&lt;br /&gt;
&lt;br /&gt;
You can do all the opacity work using an erase brush, but many programs tend to discard a pixel&#039;s colour once it has been made fully transparent. Masks are the best way to let you do whatever you want with opacity while guaranteeing the original colours will be retained, so nothing is lost.&lt;br /&gt;
&lt;br /&gt;
== Tip 3 - Model Textures ==&lt;br /&gt;
&lt;br /&gt;
If you&#039;re making a texture for a model, import its UV map to make it easier to position things. E.g. This is for a button texture:&lt;br /&gt;
&lt;br /&gt;
[[File:Button uv example.jpg|300px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;3 Types of rust (including heavy rust around the button), with the UV map making it clear where the rivets should go.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:RedButton1.jpg|300px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The model in game. The rivets have a nice 3D look and viewed more closely, the rust is visibly rough.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Closing Remarks ==&lt;br /&gt;
&lt;br /&gt;
The first time you try this, it may take a while, but once you get the hang of it the only challenging part will be when things need to be resized/moved etc.&lt;/div&gt;</summary>
		<author><name>RSoul</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Not_Combining_Textures&amp;diff=20320</id>
		<title>Not Combining Textures</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Not_Combining_Textures&amp;diff=20320"/>
		<updated>2018-05-28T20:58:31Z</updated>

		<summary type="html">&lt;p&gt;RSoul: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{tutorial-textures|tutorial-materials}}&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
This tutorial explains how to make new textures by combining parts of existing TDM textures, including their normal and specular maps (plus any other components of the material). This can prove easier than starting the whole endeavour from scratch. Normal maps can be harder to create than diffuse and specular, so the technique mentioned here can save a lot of effort.&lt;br /&gt;
&lt;br /&gt;
Example: You may want smooth metal with rust, and some rivets in very specific places. &lt;br /&gt;
&lt;br /&gt;
== Prerequisites ==&lt;br /&gt;
Intermediate knowledge of GIMP/Photoshop etc (including layers, masks, and different brush types).&lt;br /&gt;
&lt;br /&gt;
Basic understanding of diffuse, normal and specular maps (i.e. what each of them is for).&lt;br /&gt;
&lt;br /&gt;
It may help with searching to have all of TDM&#039;s textures and material files extracted somewhere (but not to your main TDM folder unless you know the consequences). The textures are in the tdm_textures_... pk4 files. The materials are in tdm_models_decls01.pk4. Alternatively you can scroll through the Materials in DarkRadiant.&lt;br /&gt;
&lt;br /&gt;
== Preparation ==&lt;br /&gt;
&lt;br /&gt;
(This uses the example mentioned in the introduction)&lt;br /&gt;
&lt;br /&gt;
Find a smooth metal diffuse texture. Search the material files to find what normal and specular maps it also uses. Load each of these into a single image as separate layers.&lt;br /&gt;
&lt;br /&gt;
Find a texture which is only rust (e.g. metal\flat\solid_rust03). Use the material files to find its normal map (this one does not have a specular map).&lt;br /&gt;
&lt;br /&gt;
Something similar will be needed with the rivets textures, but it&#039;s best to leave them till later.&lt;br /&gt;
&lt;br /&gt;
Some images may be different sizes, so it&#039;s best to pick one size and make them all equal.&lt;br /&gt;
&lt;br /&gt;
You should now have a set of layers like this:&lt;br /&gt;
&lt;br /&gt;
[[File:layers.jpg|200px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;It&#039;s best to arrange the layer order into diffuse, normal and specular.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Processing 1 - Rust Diffuse Layer ==&lt;br /&gt;
&lt;br /&gt;
{{important|headline=Note|text=For terrain textures, you&#039;ll need to ensure the masks are seamless}}&lt;br /&gt;
Turn off all of the layers except for the diffuse for the plain metal and the rust.&lt;br /&gt;
&lt;br /&gt;
Add a mask to the rust diffuse layer, and fill this with solid black to make it fully transparent (it&#039;s better to use masks instead of normal erasing because it preserves all of the layer&#039;s original colours).&lt;br /&gt;
&lt;br /&gt;
To get a light smattering of rust, you need to draw a soft &#039;&#039;&#039;white&#039;&#039;&#039; wispy pattern &#039;&#039;&#039;on to the mask&#039;&#039;&#039;. GIMP has several brushes that can make this fairly simple:&lt;br /&gt;
&lt;br /&gt;
[[File:gimp_brushes.jpg|200px]]&lt;br /&gt;
&lt;br /&gt;
Experiment with brush sizes, types and colour (greyscale) to get a pattern of rust that looks good. Example: &lt;br /&gt;
&lt;br /&gt;
Normal view -&amp;gt; [[File:Rust light.jpg|200px]] Mask visible -&amp;gt; [[File:Mask visble.jpg|200px]]&lt;br /&gt;
&lt;br /&gt;
For further tweaking, the mask&#039;s brightness/contrast can be edited, or you can try more advanced things like levels or curves. The overall layer opacity is also a good thing to try adjusting. E.g. Here is the above with the layer opacity set to 50%:&lt;br /&gt;
&lt;br /&gt;
[[File:Layer transp.jpg|200px]]&lt;br /&gt;
&lt;br /&gt;
{{important|headline=Note|text=It&#039;s better to use masks instead of simple erasing because you can keep all of the layer&#039;s original colour information.}}&lt;br /&gt;
&lt;br /&gt;
== Processing 2 - Rust Normal Map Layer ==&lt;br /&gt;
&lt;br /&gt;
The opacity of the diffuse layer needs to be applied to the rust&#039;s normal map so that in game, the rust appears to be much more rough than the surrounding steel.&lt;br /&gt;
&lt;br /&gt;
Copy the mask from the rust&#039;s diffuse layer, add a mask to the its normal layer, and then paste it. With that layer visible, you should see something like this:&lt;br /&gt;
&lt;br /&gt;
[[File:Rust normal opacity.jpg|200px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note that the layer opacity has been reduced to 50% to match the diffuse layer.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When showing the steel normal map, you can just about see the difference between the smooth steel and the rough rust:&lt;br /&gt;
&lt;br /&gt;
[[File:Both normals.jpg|200px]]&lt;br /&gt;
&lt;br /&gt;
== Processing 3 - Rivets Positions and Sizes ==&lt;br /&gt;
&lt;br /&gt;
{{important|headline=Note|text=This part is more complicated, but very rewarding once you get the hang of it.}}&lt;br /&gt;
&lt;br /&gt;
Find a rivets diffuse texture, and its normal map. Its specular map can be ignored - it will save effort to make your own after the rivets have been resized and positioned correctly.&lt;br /&gt;
&lt;br /&gt;
Paste the two images as separate layers:&lt;br /&gt;
&lt;br /&gt;
[[File:Rivets layers.jpg|200px]]&lt;br /&gt;
&lt;br /&gt;
You need to think about the rivets&#039; sizes and positions, and how many you want. In this example, only a few will be needed, but their sizes and positions will need to be adjusted.&lt;br /&gt;
&lt;br /&gt;
To keep the diffuse and normal layers synchronised, you need to link them (in GIMP the link toggle is next to the visibility toggle):&lt;br /&gt;
&lt;br /&gt;
[[File:Linked layers.jpg|200px]]&lt;br /&gt;
&lt;br /&gt;
This allows &#039;&#039;basic transformations&#039;&#039; to apply to all linked layers:&lt;br /&gt;
&lt;br /&gt;
[[File:Scale down.jpg|200px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Scaling down the normal layer also scales down the diffuse layer.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{important|headline=Note|text=Using the scale and move tools only, it may not be possible to get the rivets&#039; sizes &#039;&#039;and&#039;&#039; positions right. In that situation, focus on the sizes. Individual rivets can be moved in a separate process.}}&lt;br /&gt;
&lt;br /&gt;
Use the selection tool to delete the rivets you don&#039;t want from both the normal and diffuse layers, and use the Move transformation to move them around:&lt;br /&gt;
&lt;br /&gt;
[[File:Delete 1.jpg|200px]]&lt;br /&gt;
&lt;br /&gt;
== Processing 4 - Neatening the Rivets ==&lt;br /&gt;
Once you&#039;re happy with the sizes, neaten them up by smoothly deleting the around their edges. It may be easier to use the erase brush on the normal map, and again on the diffuse map, rather than making both of them have identical opacities or using masks:&lt;br /&gt;
&lt;br /&gt;
Erasing the normal map -&amp;gt; [[File:Delete 2.jpg|200px]] Erasing the diffuse map -&amp;gt; [[File:Delete 3.jpg|200px]]&lt;br /&gt;
&lt;br /&gt;
== Processing 5 - In-Game Check ==&lt;br /&gt;
&lt;br /&gt;
Before doing any further work on the rivets, see how the current material looks in game (or in a 3D object program if you&#039;re making a model). &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Processing 5 and a half - Moving some Rivets ===&lt;br /&gt;
&lt;br /&gt;
If you want to move some rivets, but not all of them, you can still use the Transform tools and linked layers, but you have to transfer them to new layers, (diffuse and normal).&lt;br /&gt;
&lt;br /&gt;
Use the select tool around the rivet:&lt;br /&gt;
&lt;br /&gt;
[[File:Move select normal.jpg|200px]]&lt;br /&gt;
&lt;br /&gt;
In GIMP, Press Ctrl-Shift-L to float it, then right click to move it to its own layer:&lt;br /&gt;
&lt;br /&gt;
[[File:Move float norm.jpg|200px]] [[File:Move new layer normal.jpg|200px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Repeat the procedure for the diffuse layer:&lt;br /&gt;
&lt;br /&gt;
[[File:Move select diff.jpg|200px]] [[File:Move float diff.jpg|200px]] [[File:Move new layer diff.jpg|200px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Turn on the link for these to layers (ensure all others have been turned off) and they can be moved together:&lt;br /&gt;
&lt;br /&gt;
[[File:Move both.jpg|200px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Once finished, these two layers can be merged back to their original layers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Processing 6 - Extra Rust - Diffuse Map Layer ==&lt;br /&gt;
&lt;br /&gt;
In addition to the light rust that covers the whole texture, it can look good if there are heavier concentrations around rivets or other protrusions, where moisture could be expected to linger, or which be the source of a minor leak.&lt;br /&gt;
&lt;br /&gt;
Make a copy of the rust&#039;s diffuse layer (which should still have its mask). Reset the opacity to 100%, and fill the mask with black. Move it so it&#039;s underneath the rivets&#039; diffuse layer, and use a small, uneven, white brush to draw, in this example, small patches of heavy rust underneath the rivets:&lt;br /&gt;
&lt;br /&gt;
[[File:Rusty beards.jpg|200px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The advantage of using a new layer is that it can have a different opacity&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Processing 7 - Extra Rust - Normal Map Layer ==&lt;br /&gt;
&lt;br /&gt;
In the same way a normal map was made for the light rust layer, another one has to be made for the extra rust layer. Copy the rust normal map (assuming it still has its mask). Copy the mask from the new diffuse layer and apply it to new normal layer:&lt;br /&gt;
&lt;br /&gt;
[[File:Rust rivets normal.jpg|200px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The images below show all four diffuse map layers visible, and all four normal map layers visible:&lt;br /&gt;
&lt;br /&gt;
[[File:All diffuse.jpg|200px]] [[File:All normal.jpg|200px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;You should be able to see how smooth metal, light rust, heavy rust and a rivet are all represented on the normal map.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Processing 8 - Specular Map - Rust ==&lt;br /&gt;
&lt;br /&gt;
The plain steel already has a specular map, which is quite shiny. Rust should be very dull, so you need a dark, almost black, specular layer that matches the rust.&lt;br /&gt;
&lt;br /&gt;
Turn off all layers except for the rust diffuse layers. (GIMP) Right click in the layer panel and select New From Visibe:&lt;br /&gt;
&lt;br /&gt;
[[File:New from vis1.jpg|200px]] [[File:New from vis2.jpg|200px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Lower the brightness so that this is almost black (and desaturate too, if desired):&lt;br /&gt;
&lt;br /&gt;
[[File:Black spec.jpg|200px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When the steel diffuse layer is made visible, you should be able to see that there will be no shininess where there is rust.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Processing 9 - Specular Map - Rivets ==&lt;br /&gt;
&lt;br /&gt;
Copy the rivets diffuse layer, and move place it above all other specular layers. Rename it and increase its brightness:&lt;br /&gt;
&lt;br /&gt;
[[File:Rivets spec.png|200px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;This will make the rivets very shiny, and combined with their normal map they have have a strong 3D appearance.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Tip 1 - Layer Management ==&lt;br /&gt;
&lt;br /&gt;
This example has 11 layers. It&#039;s a good idea to make use of layer groups for the diffuse, normal and specular images:&lt;br /&gt;
&lt;br /&gt;
[[File:Layer group1.jpg|200px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;This allows you to easily hide a whole set of layers (e.g. specular), and to collapse the &#039;tree&#039; to make it easier to focus on the other layers.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Each time you import a new diffuse texture (or duplicate one, e.g. the rust layers in this example) you&#039;ll have to also import a normal and possibly specular map, so layer groups become more and more useful.&lt;br /&gt;
&lt;br /&gt;
== Tip 2 - Don&#039;t be Destructive ==&lt;br /&gt;
&lt;br /&gt;
You can do all the opacity work using an erase brush, but many programs tend to discard a pixel&#039;s colour once it has been made fully transparent. Masks are the best way to let you do whatever you want with opacity while guaranteeing the original colours will be retained, so nothing is lost.&lt;br /&gt;
&lt;br /&gt;
== Tip 3 - Model Textures ==&lt;br /&gt;
&lt;br /&gt;
If you&#039;re making a texture for a model, import its UV map to make it easier to position things. E.g. This is for a button texture:&lt;br /&gt;
&lt;br /&gt;
[[File:Button uv example.jpg|300px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;3 Types of rust (including heavy rust around the button), with the UV map making it clear where the rivets should go.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:RedButton1.jpg|300px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The model in game. The rivets have a nice 3D look and viewed more closely, the rust is visibly rough.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Closing Remarks ==&lt;br /&gt;
&lt;br /&gt;
The first time you try this, it may take a while, but once you get the hang of it the only challenging part will be when things need to be resized/moved etc.&lt;/div&gt;</summary>
		<author><name>RSoul</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Not_Combining_Textures&amp;diff=20319</id>
		<title>Not Combining Textures</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Not_Combining_Textures&amp;diff=20319"/>
		<updated>2018-05-28T20:53:03Z</updated>

		<summary type="html">&lt;p&gt;RSoul: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{tutorial-textures}}&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
This tutorial explains how to make new textures by combining parts of existing TDM textures, including their normal and specular maps (plus any other components of the material). This can prove easier than starting the whole endeavour from scratch. Normal maps can be harder to create than diffuse and specular, so the technique mentioned here can save a lot of effort.&lt;br /&gt;
&lt;br /&gt;
Example: You may want smooth metal with rust, and some rivets in very specific places. &lt;br /&gt;
&lt;br /&gt;
== Prerequisites ==&lt;br /&gt;
Intermediate knowledge of GIMP/Photoshop etc (including layers, masks, and different brush types).&lt;br /&gt;
&lt;br /&gt;
Basic understanding of diffuse, normal and specular maps (i.e. what each of them is for).&lt;br /&gt;
&lt;br /&gt;
It may help with searching to have all of TDM&#039;s textures and material files extracted somewhere (but not to your main TDM folder unless you know the consequences). The textures are in the tdm_textures_... pk4 files. The materials are in tdm_models_decls01.pk4. Alternatively you can scroll through the Materials in DarkRadiant.&lt;br /&gt;
&lt;br /&gt;
== Preparation ==&lt;br /&gt;
&lt;br /&gt;
(This uses the example mentioned in the introduction)&lt;br /&gt;
&lt;br /&gt;
Find a smooth metal diffuse texture. Search the material files to find what normal and specular maps it also uses. Load each of these into a single image as separate layers.&lt;br /&gt;
&lt;br /&gt;
Find a texture which is only rust (e.g. metal\flat\solid_rust03). Use the material files to find its normal map (this one does not have a specular map).&lt;br /&gt;
&lt;br /&gt;
Something similar will be needed with the rivets textures, but it&#039;s best to leave them till later.&lt;br /&gt;
&lt;br /&gt;
Some images may be different sizes, so it&#039;s best to pick one size and make them all equal.&lt;br /&gt;
&lt;br /&gt;
You should now have a set of layers like this:&lt;br /&gt;
&lt;br /&gt;
[[File:layers.jpg|200px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;It&#039;s best to arrange the layer order into diffuse, normal and specular.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Processing 1 - Rust Diffuse Layer ==&lt;br /&gt;
&lt;br /&gt;
{{important|headline=Note|text=For terrain textures, you&#039;ll need to ensure the masks are seamless}}&lt;br /&gt;
Turn off all of the layers except for the diffuse for the plain metal and the rust.&lt;br /&gt;
&lt;br /&gt;
Add a mask to the rust diffuse layer, and fill this with solid black to make it fully transparent (it&#039;s better to use masks instead of normal erasing because it preserves all of the layer&#039;s original colours).&lt;br /&gt;
&lt;br /&gt;
To get a light smattering of rust, you need to draw a soft &#039;&#039;&#039;white&#039;&#039;&#039; wispy pattern &#039;&#039;&#039;on to the mask&#039;&#039;&#039;. GIMP has several brushes that can make this fairly simple:&lt;br /&gt;
&lt;br /&gt;
[[File:gimp_brushes.jpg|200px]]&lt;br /&gt;
&lt;br /&gt;
Experiment with brush sizes, types and colour (greyscale) to get a pattern of rust that looks good. Example: &lt;br /&gt;
&lt;br /&gt;
Normal view -&amp;gt; [[File:Rust light.jpg|200px]] Mask visible -&amp;gt; [[File:Mask visble.jpg|200px]]&lt;br /&gt;
&lt;br /&gt;
For further tweaking, the mask&#039;s brightness/contrast can be edited, or you can try more advanced things like levels or curves. The overall layer opacity is also a good thing to try adjusting. E.g. Here is the above with the layer opacity set to 50%:&lt;br /&gt;
&lt;br /&gt;
[[File:Layer transp.jpg|200px]]&lt;br /&gt;
&lt;br /&gt;
{{important|headline=Note|text=It&#039;s better to use masks instead of simple erasing because you can keep all of the layer&#039;s original colour information.}}&lt;br /&gt;
&lt;br /&gt;
== Processing 2 - Rust Normal Map Layer ==&lt;br /&gt;
&lt;br /&gt;
The opacity of the diffuse layer needs to be applied to the rust&#039;s normal map so that in game, the rust appears to be much more rough than the surrounding steel.&lt;br /&gt;
&lt;br /&gt;
Copy the mask from the rust&#039;s diffuse layer, add a mask to the its normal layer, and then paste it. With that layer visible, you should see something like this:&lt;br /&gt;
&lt;br /&gt;
[[File:Rust normal opacity.jpg|200px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note that the layer opacity has been reduced to 50% to match the diffuse layer.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When showing the steel normal map, you can just about see the difference between the smooth steel and the rough rust:&lt;br /&gt;
&lt;br /&gt;
[[File:Both normals.jpg|200px]]&lt;br /&gt;
&lt;br /&gt;
== Processing 3 - Rivets Positions and Sizes ==&lt;br /&gt;
&lt;br /&gt;
{{important|headline=Note|text=This part is more complicated, but very rewarding once you get the hang of it.}}&lt;br /&gt;
&lt;br /&gt;
Find a rivets diffuse texture, and its normal map. Its specular map can be ignored - it will save effort to make your own after the rivets have been resized and positioned correctly.&lt;br /&gt;
&lt;br /&gt;
Paste the two images as separate layers:&lt;br /&gt;
&lt;br /&gt;
[[File:Rivets layers.jpg|200px]]&lt;br /&gt;
&lt;br /&gt;
You need to think about the rivets&#039; sizes and positions, and how many you want. In this example, only a few will be needed, but their sizes and positions will need to be adjusted.&lt;br /&gt;
&lt;br /&gt;
To keep the diffuse and normal layers synchronised, you need to link them (in GIMP the link toggle is next to the visibility toggle):&lt;br /&gt;
&lt;br /&gt;
[[File:Linked layers.jpg|200px]]&lt;br /&gt;
&lt;br /&gt;
This allows &#039;&#039;basic transformations&#039;&#039; to apply to all linked layers:&lt;br /&gt;
&lt;br /&gt;
[[File:Scale down.jpg|200px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Scaling down the normal layer also scales down the diffuse layer.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{important|headline=Note|text=Using the scale and move tools only, it may not be possible to get the rivets&#039; sizes &#039;&#039;and&#039;&#039; positions right. In that situation, focus on the sizes. Individual rivets can be moved in a separate process.}}&lt;br /&gt;
&lt;br /&gt;
Use the selection tool to delete the rivets you don&#039;t want from both the normal and diffuse layers, and use the Move transformation to move them around:&lt;br /&gt;
&lt;br /&gt;
[[File:Delete 1.jpg|200px]]&lt;br /&gt;
&lt;br /&gt;
== Processing 4 - Neatening the Rivets ==&lt;br /&gt;
Once you&#039;re happy with the sizes, neaten them up by smoothly deleting the around their edges. It may be easier to use the erase brush on the normal map, and again on the diffuse map, rather than making both of them have identical opacities or using masks:&lt;br /&gt;
&lt;br /&gt;
Erasing the normal map -&amp;gt; [[File:Delete 2.jpg|200px]] Erasing the diffuse map -&amp;gt; [[File:Delete 3.jpg|200px]]&lt;br /&gt;
&lt;br /&gt;
== Processing 5 - In-Game Check ==&lt;br /&gt;
&lt;br /&gt;
Before doing any further work on the rivets, see how the current material looks in game (or in a 3D object program if you&#039;re making a model). &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Processing 5 and a half - Moving some Rivets ===&lt;br /&gt;
&lt;br /&gt;
If you want to move some rivets, but not all of them, you can still use the Transform tools and linked layers, but you have to transfer them to new layers, (diffuse and normal).&lt;br /&gt;
&lt;br /&gt;
Use the select tool around the rivet:&lt;br /&gt;
&lt;br /&gt;
[[File:Move select normal.jpg|200px]]&lt;br /&gt;
&lt;br /&gt;
In GIMP, Press Ctrl-Shift-L to float it, then right click to move it to its own layer:&lt;br /&gt;
&lt;br /&gt;
[[File:Move float norm.jpg|200px]] [[File:Move new layer normal.jpg|200px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Repeat the procedure for the diffuse layer:&lt;br /&gt;
&lt;br /&gt;
[[File:Move select diff.jpg|200px]] [[File:Move float diff.jpg|200px]] [[File:Move new layer diff.jpg|200px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Turn on the link for these to layers (ensure all others have been turned off) and they can be moved together:&lt;br /&gt;
&lt;br /&gt;
[[File:Move both.jpg|200px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Once finished, these two layers can be merged back to their original layers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Processing 6 - Extra Rust - Diffuse Map Layer ==&lt;br /&gt;
&lt;br /&gt;
In addition to the light rust that covers the whole texture, it can look good if there are heavier concentrations around rivets or other protrusions, where moisture could be expected to linger, or which be the source of a minor leak.&lt;br /&gt;
&lt;br /&gt;
Make a copy of the rust&#039;s diffuse layer (which should still have its mask). Reset the opacity to 100%, and fill the mask with black. Move it so it&#039;s underneath the rivets&#039; diffuse layer, and use a small, uneven, white brush to draw, in this example, small patches of heavy rust underneath the rivets:&lt;br /&gt;
&lt;br /&gt;
[[File:Rusty beards.jpg|200px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The advantage of using a new layer is that it can have a different opacity&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Processing 7 - Extra Rust - Normal Map Layer ==&lt;br /&gt;
&lt;br /&gt;
In the same way a normal map was made for the light rust layer, another one has to be made for the extra rust layer. Copy the rust normal map (assuming it still has its mask). Copy the mask from the new diffuse layer and apply it to new normal layer:&lt;br /&gt;
&lt;br /&gt;
[[File:Rust rivets normal.jpg|200px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The images below show all four diffuse map layers visible, and all four normal map layers visible:&lt;br /&gt;
&lt;br /&gt;
[[File:All diffuse.jpg|200px]] [[File:All normal.jpg|200px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;You should be able to see how smooth metal, light rust, heavy rust and a rivet are all represented on the normal map.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Processing 8 - Specular Map - Rust ==&lt;br /&gt;
&lt;br /&gt;
The plain steel already has a specular map, which is quite shiny. Rust should be very dull, so you need a dark, almost black, specular layer that matches the rust.&lt;br /&gt;
&lt;br /&gt;
Turn off all layers except for the rust diffuse layers. (GIMP) Right click in the layer panel and select New From Visibe:&lt;br /&gt;
&lt;br /&gt;
[[File:New from vis1.jpg|200px]] [[File:New from vis2.jpg|200px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Lower the brightness so that this is almost black (and desaturate too, if desired):&lt;br /&gt;
&lt;br /&gt;
[[File:Black spec.jpg|200px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When the steel diffuse layer is made visible, you should be able to see that there will be no shininess where there is rust.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Processing 9 - Specular Map - Rivets ==&lt;br /&gt;
&lt;br /&gt;
Copy the rivets diffuse layer, and move place it above all other specular layers. Rename it and increase its brightness:&lt;br /&gt;
&lt;br /&gt;
[[File:Rivets spec.png|200px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;This will make the rivets very shiny, and combined with their normal map they have have a strong 3D appearance.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Tip 1 - Layer Management ==&lt;br /&gt;
&lt;br /&gt;
This example has 11 layers. It&#039;s a good idea to make use of layer groups for the diffuse, normal and specular images:&lt;br /&gt;
&lt;br /&gt;
[[File:Layer group1.jpg|200px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;This allows you to easily hide a whole set of layers (e.g. specular), and to collapse the &#039;tree&#039; to make it easier to focus on the other layers.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Each time you import a new diffuse texture (or duplicate one, e.g. the rust layers in this example) you&#039;ll have to also import a normal and possibly specular map, so layer groups become more and more useful.&lt;br /&gt;
&lt;br /&gt;
== Tip 2 - Don&#039;t be Destructive ==&lt;br /&gt;
&lt;br /&gt;
You can do all the opacity work using an erase brush, but many programs tend to discard a pixel&#039;s colour once it has been made fully transparent. Masks are the best way to let you do whatever you want with opacity while guaranteeing the original colours will be retained, so nothing is lost.&lt;br /&gt;
&lt;br /&gt;
== Tip 3 - Model Textures ==&lt;br /&gt;
&lt;br /&gt;
If you&#039;re making a texture for a model, import its UV map to make it easier to position things. E.g. This is for a button texture:&lt;br /&gt;
&lt;br /&gt;
[[File:Button uv example.jpg|300px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;3 Types of rust (including heavy rust around the button), with the UV map making it clear where the rivets should go.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:RedButton1.jpg|300px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The model in game. The rivets have a nice 3D look and viewed more closely, the rust is visibly rough.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Closing Remarks ==&lt;br /&gt;
&lt;br /&gt;
The first time you try this, it may take a while, but once you get the hang of it the only challenging part will be when things need to be resized/moved etc.&lt;/div&gt;</summary>
		<author><name>RSoul</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Not_Combining_Textures&amp;diff=20318</id>
		<title>Not Combining Textures</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Not_Combining_Textures&amp;diff=20318"/>
		<updated>2018-05-28T20:51:38Z</updated>

		<summary type="html">&lt;p&gt;RSoul: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{tutorial-textures}}&lt;br /&gt;
{{material-textures}}&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
This tutorial explains how to make new textures by combining parts of existing TDM textures, including their normal and specular maps (plus any other components of the material). This can prove easier than starting the whole endeavour from scratch. Normal maps can be harder to create than diffuse and specular, so the technique mentioned here can save a lot of effort.&lt;br /&gt;
&lt;br /&gt;
Example: You may want smooth metal with rust, and some rivets in very specific places. &lt;br /&gt;
&lt;br /&gt;
== Prerequisites ==&lt;br /&gt;
Intermediate knowledge of GIMP/Photoshop etc (including layers, masks, and different brush types).&lt;br /&gt;
&lt;br /&gt;
Basic understanding of diffuse, normal and specular maps (i.e. what each of them is for).&lt;br /&gt;
&lt;br /&gt;
It may help with searching to have all of TDM&#039;s textures and material files extracted somewhere (but not to your main TDM folder unless you know the consequences). The textures are in the tdm_textures_... pk4 files. The materials are in tdm_models_decls01.pk4. Alternatively you can scroll through the Materials in DarkRadiant.&lt;br /&gt;
&lt;br /&gt;
== Preparation ==&lt;br /&gt;
&lt;br /&gt;
(This uses the example mentioned in the introduction)&lt;br /&gt;
&lt;br /&gt;
Find a smooth metal diffuse texture. Search the material files to find what normal and specular maps it also uses. Load each of these into a single image as separate layers.&lt;br /&gt;
&lt;br /&gt;
Find a texture which is only rust (e.g. metal\flat\solid_rust03). Use the material files to find its normal map (this one does not have a specular map).&lt;br /&gt;
&lt;br /&gt;
Something similar will be needed with the rivets textures, but it&#039;s best to leave them till later.&lt;br /&gt;
&lt;br /&gt;
Some images may be different sizes, so it&#039;s best to pick one size and make them all equal.&lt;br /&gt;
&lt;br /&gt;
You should now have a set of layers like this:&lt;br /&gt;
&lt;br /&gt;
[[File:layers.jpg|200px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;It&#039;s best to arrange the layer order into diffuse, normal and specular.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Processing 1 - Rust Diffuse Layer ==&lt;br /&gt;
&lt;br /&gt;
{{important|headline=Note|text=For terrain textures, you&#039;ll need to ensure the masks are seamless}}&lt;br /&gt;
Turn off all of the layers except for the diffuse for the plain metal and the rust.&lt;br /&gt;
&lt;br /&gt;
Add a mask to the rust diffuse layer, and fill this with solid black to make it fully transparent (it&#039;s better to use masks instead of normal erasing because it preserves all of the layer&#039;s original colours).&lt;br /&gt;
&lt;br /&gt;
To get a light smattering of rust, you need to draw a soft &#039;&#039;&#039;white&#039;&#039;&#039; wispy pattern &#039;&#039;&#039;on to the mask&#039;&#039;&#039;. GIMP has several brushes that can make this fairly simple:&lt;br /&gt;
&lt;br /&gt;
[[File:gimp_brushes.jpg|200px]]&lt;br /&gt;
&lt;br /&gt;
Experiment with brush sizes, types and colour (greyscale) to get a pattern of rust that looks good. Example: &lt;br /&gt;
&lt;br /&gt;
Normal view -&amp;gt; [[File:Rust light.jpg|200px]] Mask visible -&amp;gt; [[File:Mask visble.jpg|200px]]&lt;br /&gt;
&lt;br /&gt;
For further tweaking, the mask&#039;s brightness/contrast can be edited, or you can try more advanced things like levels or curves. The overall layer opacity is also a good thing to try adjusting. E.g. Here is the above with the layer opacity set to 50%:&lt;br /&gt;
&lt;br /&gt;
[[File:Layer transp.jpg|200px]]&lt;br /&gt;
&lt;br /&gt;
{{important|headline=Note|text=It&#039;s better to use masks instead of simple erasing because you can keep all of the layer&#039;s original colour information.}}&lt;br /&gt;
&lt;br /&gt;
== Processing 2 - Rust Normal Map Layer ==&lt;br /&gt;
&lt;br /&gt;
The opacity of the diffuse layer needs to be applied to the rust&#039;s normal map so that in game, the rust appears to be much more rough than the surrounding steel.&lt;br /&gt;
&lt;br /&gt;
Copy the mask from the rust&#039;s diffuse layer, add a mask to the its normal layer, and then paste it. With that layer visible, you should see something like this:&lt;br /&gt;
&lt;br /&gt;
[[File:Rust normal opacity.jpg|200px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note that the layer opacity has been reduced to 50% to match the diffuse layer.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When showing the steel normal map, you can just about see the difference between the smooth steel and the rough rust:&lt;br /&gt;
&lt;br /&gt;
[[File:Both normals.jpg|200px]]&lt;br /&gt;
&lt;br /&gt;
== Processing 3 - Rivets Positions and Sizes ==&lt;br /&gt;
&lt;br /&gt;
{{important|headline=Note|text=This part is more complicated, but very rewarding once you get the hang of it.}}&lt;br /&gt;
&lt;br /&gt;
Find a rivets diffuse texture, and its normal map. Its specular map can be ignored - it will save effort to make your own after the rivets have been resized and positioned correctly.&lt;br /&gt;
&lt;br /&gt;
Paste the two images as separate layers:&lt;br /&gt;
&lt;br /&gt;
[[File:Rivets layers.jpg|200px]]&lt;br /&gt;
&lt;br /&gt;
You need to think about the rivets&#039; sizes and positions, and how many you want. In this example, only a few will be needed, but their sizes and positions will need to be adjusted.&lt;br /&gt;
&lt;br /&gt;
To keep the diffuse and normal layers synchronised, you need to link them (in GIMP the link toggle is next to the visibility toggle):&lt;br /&gt;
&lt;br /&gt;
[[File:Linked layers.jpg|200px]]&lt;br /&gt;
&lt;br /&gt;
This allows &#039;&#039;basic transformations&#039;&#039; to apply to all linked layers:&lt;br /&gt;
&lt;br /&gt;
[[File:Scale down.jpg|200px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Scaling down the normal layer also scales down the diffuse layer.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{important|headline=Note|text=Using the scale and move tools only, it may not be possible to get the rivets&#039; sizes &#039;&#039;and&#039;&#039; positions right. In that situation, focus on the sizes. Individual rivets can be moved in a separate process.}}&lt;br /&gt;
&lt;br /&gt;
Use the selection tool to delete the rivets you don&#039;t want from both the normal and diffuse layers, and use the Move transformation to move them around:&lt;br /&gt;
&lt;br /&gt;
[[File:Delete 1.jpg|200px]]&lt;br /&gt;
&lt;br /&gt;
== Processing 4 - Neatening the Rivets ==&lt;br /&gt;
Once you&#039;re happy with the sizes, neaten them up by smoothly deleting the around their edges. It may be easier to use the erase brush on the normal map, and again on the diffuse map, rather than making both of them have identical opacities or using masks:&lt;br /&gt;
&lt;br /&gt;
Erasing the normal map -&amp;gt; [[File:Delete 2.jpg|200px]] Erasing the diffuse map -&amp;gt; [[File:Delete 3.jpg|200px]]&lt;br /&gt;
&lt;br /&gt;
== Processing 5 - In-Game Check ==&lt;br /&gt;
&lt;br /&gt;
Before doing any further work on the rivets, see how the current material looks in game (or in a 3D object program if you&#039;re making a model). &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Processing 5 and a half - Moving some Rivets ===&lt;br /&gt;
&lt;br /&gt;
If you want to move some rivets, but not all of them, you can still use the Transform tools and linked layers, but you have to transfer them to new layers, (diffuse and normal).&lt;br /&gt;
&lt;br /&gt;
Use the select tool around the rivet:&lt;br /&gt;
&lt;br /&gt;
[[File:Move select normal.jpg|200px]]&lt;br /&gt;
&lt;br /&gt;
In GIMP, Press Ctrl-Shift-L to float it, then right click to move it to its own layer:&lt;br /&gt;
&lt;br /&gt;
[[File:Move float norm.jpg|200px]] [[File:Move new layer normal.jpg|200px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Repeat the procedure for the diffuse layer:&lt;br /&gt;
&lt;br /&gt;
[[File:Move select diff.jpg|200px]] [[File:Move float diff.jpg|200px]] [[File:Move new layer diff.jpg|200px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Turn on the link for these to layers (ensure all others have been turned off) and they can be moved together:&lt;br /&gt;
&lt;br /&gt;
[[File:Move both.jpg|200px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Once finished, these two layers can be merged back to their original layers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Processing 6 - Extra Rust - Diffuse Map Layer ==&lt;br /&gt;
&lt;br /&gt;
In addition to the light rust that covers the whole texture, it can look good if there are heavier concentrations around rivets or other protrusions, where moisture could be expected to linger, or which be the source of a minor leak.&lt;br /&gt;
&lt;br /&gt;
Make a copy of the rust&#039;s diffuse layer (which should still have its mask). Reset the opacity to 100%, and fill the mask with black. Move it so it&#039;s underneath the rivets&#039; diffuse layer, and use a small, uneven, white brush to draw, in this example, small patches of heavy rust underneath the rivets:&lt;br /&gt;
&lt;br /&gt;
[[File:Rusty beards.jpg|200px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The advantage of using a new layer is that it can have a different opacity&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Processing 7 - Extra Rust - Normal Map Layer ==&lt;br /&gt;
&lt;br /&gt;
In the same way a normal map was made for the light rust layer, another one has to be made for the extra rust layer. Copy the rust normal map (assuming it still has its mask). Copy the mask from the new diffuse layer and apply it to new normal layer:&lt;br /&gt;
&lt;br /&gt;
[[File:Rust rivets normal.jpg|200px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The images below show all four diffuse map layers visible, and all four normal map layers visible:&lt;br /&gt;
&lt;br /&gt;
[[File:All diffuse.jpg|200px]] [[File:All normal.jpg|200px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;You should be able to see how smooth metal, light rust, heavy rust and a rivet are all represented on the normal map.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Processing 8 - Specular Map - Rust ==&lt;br /&gt;
&lt;br /&gt;
The plain steel already has a specular map, which is quite shiny. Rust should be very dull, so you need a dark, almost black, specular layer that matches the rust.&lt;br /&gt;
&lt;br /&gt;
Turn off all layers except for the rust diffuse layers. (GIMP) Right click in the layer panel and select New From Visibe:&lt;br /&gt;
&lt;br /&gt;
[[File:New from vis1.jpg|200px]] [[File:New from vis2.jpg|200px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Lower the brightness so that this is almost black (and desaturate too, if desired):&lt;br /&gt;
&lt;br /&gt;
[[File:Black spec.jpg|200px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When the steel diffuse layer is made visible, you should be able to see that there will be no shininess where there is rust.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Processing 9 - Specular Map - Rivets ==&lt;br /&gt;
&lt;br /&gt;
Copy the rivets diffuse layer, and move place it above all other specular layers. Rename it and increase its brightness:&lt;br /&gt;
&lt;br /&gt;
[[File:Rivets spec.png|200px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;This will make the rivets very shiny, and combined with their normal map they have have a strong 3D appearance.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Tip 1 - Layer Management ==&lt;br /&gt;
&lt;br /&gt;
This example has 11 layers. It&#039;s a good idea to make use of layer groups for the diffuse, normal and specular images:&lt;br /&gt;
&lt;br /&gt;
[[File:Layer group1.jpg|200px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;This allows you to easily hide a whole set of layers (e.g. specular), and to collapse the &#039;tree&#039; to make it easier to focus on the other layers.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Each time you import a new diffuse texture (or duplicate one, e.g. the rust layers in this example) you&#039;ll have to also import a normal and possibly specular map, so layer groups become more and more useful.&lt;br /&gt;
&lt;br /&gt;
== Tip 2 - Don&#039;t be Destructive ==&lt;br /&gt;
&lt;br /&gt;
You can do all the opacity work using an erase brush, but many programs tend to discard a pixel&#039;s colour once it has been made fully transparent. Masks are the best way to let you do whatever you want with opacity while guaranteeing the original colours will be retained, so nothing is lost.&lt;br /&gt;
&lt;br /&gt;
== Tip 3 - Model Textures ==&lt;br /&gt;
&lt;br /&gt;
If you&#039;re making a texture for a model, import its UV map to make it easier to position things. E.g. This is for a button texture:&lt;br /&gt;
&lt;br /&gt;
[[File:Button uv example.jpg|300px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;3 Types of rust (including heavy rust around the button), with the UV map making it clear where the rivets should go.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:RedButton1.jpg|300px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The model in game. The rivets have a nice 3D look and viewed more closely, the rust is visibly rough.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Closing Remarks ==&lt;br /&gt;
&lt;br /&gt;
The first time you try this, it may take a while, but once you get the hang of it the only challenging part will be when things need to be resized/moved etc.&lt;/div&gt;</summary>
		<author><name>RSoul</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Not_Combining_Textures&amp;diff=20317</id>
		<title>Not Combining Textures</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Not_Combining_Textures&amp;diff=20317"/>
		<updated>2018-05-28T20:50:48Z</updated>

		<summary type="html">&lt;p&gt;RSoul: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{tutorial-textures}}&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
This tutorial explains how to make new textures by combining parts of existing TDM textures, including their normal and specular maps (plus any other components of the material). This can prove easier than starting the whole endeavour from scratch. Normal maps can be harder to create than diffuse and specular, so the technique mentioned here can save a lot of effort.&lt;br /&gt;
&lt;br /&gt;
Example: You may want smooth metal with rust, and some rivets in very specific places. &lt;br /&gt;
&lt;br /&gt;
== Prerequisites ==&lt;br /&gt;
Intermediate knowledge of GIMP/Photoshop etc (including layers, masks, and different brush types).&lt;br /&gt;
&lt;br /&gt;
Basic understanding of diffuse, normal and specular maps (i.e. what each of them is for).&lt;br /&gt;
&lt;br /&gt;
It may help with searching to have all of TDM&#039;s textures and material files extracted somewhere (but not to your main TDM folder unless you know the consequences). The textures are in the tdm_textures_... pk4 files. The materials are in tdm_models_decls01.pk4. Alternatively you can scroll through the Materials in DarkRadiant.&lt;br /&gt;
&lt;br /&gt;
== Preparation ==&lt;br /&gt;
&lt;br /&gt;
(This uses the example mentioned in the introduction)&lt;br /&gt;
&lt;br /&gt;
Find a smooth metal diffuse texture. Search the material files to find what normal and specular maps it also uses. Load each of these into a single image as separate layers.&lt;br /&gt;
&lt;br /&gt;
Find a texture which is only rust (e.g. metal\flat\solid_rust03). Use the material files to find its normal map (this one does not have a specular map).&lt;br /&gt;
&lt;br /&gt;
Something similar will be needed with the rivets textures, but it&#039;s best to leave them till later.&lt;br /&gt;
&lt;br /&gt;
Some images may be different sizes, so it&#039;s best to pick one size and make them all equal.&lt;br /&gt;
&lt;br /&gt;
You should now have a set of layers like this:&lt;br /&gt;
&lt;br /&gt;
[[File:layers.jpg|200px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;It&#039;s best to arrange the layer order into diffuse, normal and specular.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Processing 1 - Rust Diffuse Layer ==&lt;br /&gt;
&lt;br /&gt;
{{important|headline=Note|text=For terrain textures, you&#039;ll need to ensure the masks are seamless}}&lt;br /&gt;
Turn off all of the layers except for the diffuse for the plain metal and the rust.&lt;br /&gt;
&lt;br /&gt;
Add a mask to the rust diffuse layer, and fill this with solid black to make it fully transparent (it&#039;s better to use masks instead of normal erasing because it preserves all of the layer&#039;s original colours).&lt;br /&gt;
&lt;br /&gt;
To get a light smattering of rust, you need to draw a soft &#039;&#039;&#039;white&#039;&#039;&#039; wispy pattern &#039;&#039;&#039;on to the mask&#039;&#039;&#039;. GIMP has several brushes that can make this fairly simple:&lt;br /&gt;
&lt;br /&gt;
[[File:gimp_brushes.jpg|200px]]&lt;br /&gt;
&lt;br /&gt;
Experiment with brush sizes, types and colour (greyscale) to get a pattern of rust that looks good. Example: &lt;br /&gt;
&lt;br /&gt;
Normal view -&amp;gt; [[File:Rust light.jpg|200px]] Mask visible -&amp;gt; [[File:Mask visble.jpg|200px]]&lt;br /&gt;
&lt;br /&gt;
For further tweaking, the mask&#039;s brightness/contrast can be edited, or you can try more advanced things like levels or curves. The overall layer opacity is also a good thing to try adjusting. E.g. Here is the above with the layer opacity set to 50%:&lt;br /&gt;
&lt;br /&gt;
[[File:Layer transp.jpg|200px]]&lt;br /&gt;
&lt;br /&gt;
{{important|headline=Note|text=It&#039;s better to use masks instead of simple erasing because you can keep all of the layer&#039;s original colour information.}}&lt;br /&gt;
&lt;br /&gt;
== Processing 2 - Rust Normal Map Layer ==&lt;br /&gt;
&lt;br /&gt;
The opacity of the diffuse layer needs to be applied to the rust&#039;s normal map so that in game, the rust appears to be much more rough than the surrounding steel.&lt;br /&gt;
&lt;br /&gt;
Copy the mask from the rust&#039;s diffuse layer, add a mask to the its normal layer, and then paste it. With that layer visible, you should see something like this:&lt;br /&gt;
&lt;br /&gt;
[[File:Rust normal opacity.jpg|200px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note that the layer opacity has been reduced to 50% to match the diffuse layer.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When showing the steel normal map, you can just about see the difference between the smooth steel and the rough rust:&lt;br /&gt;
&lt;br /&gt;
[[File:Both normals.jpg|200px]]&lt;br /&gt;
&lt;br /&gt;
== Processing 3 - Rivets Positions and Sizes ==&lt;br /&gt;
&lt;br /&gt;
{{important|headline=Note|text=This part is more complicated, but very rewarding once you get the hang of it.}}&lt;br /&gt;
&lt;br /&gt;
Find a rivets diffuse texture, and its normal map. Its specular map can be ignored - it will save effort to make your own after the rivets have been resized and positioned correctly.&lt;br /&gt;
&lt;br /&gt;
Paste the two images as separate layers:&lt;br /&gt;
&lt;br /&gt;
[[File:Rivets layers.jpg|200px]]&lt;br /&gt;
&lt;br /&gt;
You need to think about the rivets&#039; sizes and positions, and how many you want. In this example, only a few will be needed, but their sizes and positions will need to be adjusted.&lt;br /&gt;
&lt;br /&gt;
To keep the diffuse and normal layers synchronised, you need to link them (in GIMP the link toggle is next to the visibility toggle):&lt;br /&gt;
&lt;br /&gt;
[[File:Linked layers.jpg|200px]]&lt;br /&gt;
&lt;br /&gt;
This allows &#039;&#039;basic transformations&#039;&#039; to apply to all linked layers:&lt;br /&gt;
&lt;br /&gt;
[[File:Scale down.jpg|200px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Scaling down the normal layer also scales down the diffuse layer.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{important|headline=Note|text=Using the scale and move tools only, it may not be possible to get the rivets&#039; sizes &#039;&#039;and&#039;&#039; positions right. In that situation, focus on the sizes. Individual rivets can be moved in a separate process.}}&lt;br /&gt;
&lt;br /&gt;
Use the selection tool to delete the rivets you don&#039;t want from both the normal and diffuse layers, and use the Move transformation to move them around:&lt;br /&gt;
&lt;br /&gt;
[[File:Delete 1.jpg|200px]]&lt;br /&gt;
&lt;br /&gt;
== Processing 4 - Neatening the Rivets ==&lt;br /&gt;
Once you&#039;re happy with the sizes, neaten them up by smoothly deleting the around their edges. It may be easier to use the erase brush on the normal map, and again on the diffuse map, rather than making both of them have identical opacities or using masks:&lt;br /&gt;
&lt;br /&gt;
Erasing the normal map -&amp;gt; [[File:Delete 2.jpg|200px]] Erasing the diffuse map -&amp;gt; [[File:Delete 3.jpg|200px]]&lt;br /&gt;
&lt;br /&gt;
== Processing 5 - In-Game Check ==&lt;br /&gt;
&lt;br /&gt;
Before doing any further work on the rivets, see how the current material looks in game (or in a 3D object program if you&#039;re making a model). &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Processing 5 and a half - Moving some Rivets ===&lt;br /&gt;
&lt;br /&gt;
If you want to move some rivets, but not all of them, you can still use the Transform tools and linked layers, but you have to transfer them to new layers, (diffuse and normal).&lt;br /&gt;
&lt;br /&gt;
Use the select tool around the rivet:&lt;br /&gt;
&lt;br /&gt;
[[File:Move select normal.jpg|200px]]&lt;br /&gt;
&lt;br /&gt;
In GIMP, Press Ctrl-Shift-L to float it, then right click to move it to its own layer:&lt;br /&gt;
&lt;br /&gt;
[[File:Move float norm.jpg|200px]] [[File:Move new layer normal.jpg|200px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Repeat the procedure for the diffuse layer:&lt;br /&gt;
&lt;br /&gt;
[[File:Move select diff.jpg|200px]] [[File:Move float diff.jpg|200px]] [[File:Move new layer diff.jpg|200px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Turn on the link for these to layers (ensure all others have been turned off) and they can be moved together:&lt;br /&gt;
&lt;br /&gt;
[[File:Move both.jpg|200px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Once finished, these two layers can be merged back to their original layers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Processing 6 - Extra Rust - Diffuse Map Layer ==&lt;br /&gt;
&lt;br /&gt;
In addition to the light rust that covers the whole texture, it can look good if there are heavier concentrations around rivets or other protrusions, where moisture could be expected to linger, or which be the source of a minor leak.&lt;br /&gt;
&lt;br /&gt;
Make a copy of the rust&#039;s diffuse layer (which should still have its mask). Reset the opacity to 100%, and fill the mask with black. Move it so it&#039;s underneath the rivets&#039; diffuse layer, and use a small, uneven, white brush to draw, in this example, small patches of heavy rust underneath the rivets:&lt;br /&gt;
&lt;br /&gt;
[[File:Rusty beards.jpg|200px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The advantage of using a new layer is that it can have a different opacity&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Processing 7 - Extra Rust - Normal Map Layer ==&lt;br /&gt;
&lt;br /&gt;
In the same way a normal map was made for the light rust layer, another one has to be made for the extra rust layer. Copy the rust normal map (assuming it still has its mask). Copy the mask from the new diffuse layer and apply it to new normal layer:&lt;br /&gt;
&lt;br /&gt;
[[File:Rust rivets normal.jpg|200px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The images below show all four diffuse map layers visible, and all four normal map layers visible:&lt;br /&gt;
&lt;br /&gt;
[[File:All diffuse.jpg|200px]] [[File:All normal.jpg|200px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;You should be able to see how smooth metal, light rust, heavy rust and a rivet are all represented on the normal map.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Processing 8 - Specular Map - Rust ==&lt;br /&gt;
&lt;br /&gt;
The plain steel already has a specular map, which is quite shiny. Rust should be very dull, so you need a dark, almost black, specular layer that matches the rust.&lt;br /&gt;
&lt;br /&gt;
Turn off all layers except for the rust diffuse layers. (GIMP) Right click in the layer panel and select New From Visibe:&lt;br /&gt;
&lt;br /&gt;
[[File:New from vis1.jpg|200px]] [[File:New from vis2.jpg|200px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Lower the brightness so that this is almost black (and desaturate too, if desired):&lt;br /&gt;
&lt;br /&gt;
[[File:Black spec.jpg|200px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When the steel diffuse layer is made visible, you should be able to see that there will be no shininess where there is rust.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Processing 9 - Specular Map - Rivets ==&lt;br /&gt;
&lt;br /&gt;
Copy the rivets diffuse layer, and move place it above all other specular layers. Rename it and increase its brightness:&lt;br /&gt;
&lt;br /&gt;
[[File:Rivets spec.png|200px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;This will make the rivets very shiny, and combined with their normal map they have have a strong 3D appearance.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Tip 1 - Layer Management ==&lt;br /&gt;
&lt;br /&gt;
This example has 11 layers. It&#039;s a good idea to make use of layer groups for the diffuse, normal and specular images:&lt;br /&gt;
&lt;br /&gt;
[[File:Layer group1.jpg|200px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;This allows you to easily hide a whole set of layers (e.g. specular), and to collapse the &#039;tree&#039; to make it easier to focus on the other layers.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Each time you import a new diffuse texture (or duplicate one, e.g. the rust layers in this example) you&#039;ll have to also import a normal and possibly specular map, so layer groups become more and more useful.&lt;br /&gt;
&lt;br /&gt;
== Tip 2 - Don&#039;t be Destructive ==&lt;br /&gt;
&lt;br /&gt;
You can do all the opacity work using an erase brush, but many programs tend to discard a pixel&#039;s colour once it has been made fully transparent. Masks are the best way to let you do whatever you want with opacity while guaranteeing the original colours will be retained, so nothing is lost.&lt;br /&gt;
&lt;br /&gt;
== Tip 3 - Model Textures ==&lt;br /&gt;
&lt;br /&gt;
If you&#039;re making a texture for a model, import its UV map to make it easier to position things. E.g. This is for a button texture:&lt;br /&gt;
&lt;br /&gt;
[[File:Button uv example.jpg|300px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;3 Types of rust (including heavy rust around the button), with the UV map making it clear where the rivets should go.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:RedButton1.jpg|300px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The model in game. The rivets have a nice 3D look and viewed more closely, the rust is visibly rough.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Closing Remarks ==&lt;br /&gt;
&lt;br /&gt;
The first time you try this, it may take a while, but once you get the hang of it the only challenging part will be when things need to be resized/moved etc.&lt;/div&gt;</summary>
		<author><name>RSoul</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Not_Combining_Textures&amp;diff=20316</id>
		<title>Not Combining Textures</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Not_Combining_Textures&amp;diff=20316"/>
		<updated>2018-05-28T20:48:07Z</updated>

		<summary type="html">&lt;p&gt;RSoul: Created page with &amp;quot;== Introduction ==  This tutorial explains how to make new textures by combining parts of existing TDM textures, including their normal and specular maps (plus any other compo...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Introduction ==&lt;br /&gt;
&lt;br /&gt;
This tutorial explains how to make new textures by combining parts of existing TDM textures, including their normal and specular maps (plus any other components of the material). This can prove easier than starting the whole endeavour from scratch. Normal maps can be harder to create than diffuse and specular, so the technique mentioned here can save a lot of effort.&lt;br /&gt;
&lt;br /&gt;
Example: You may want smooth metal with rust, and some rivets in very specific places. &lt;br /&gt;
&lt;br /&gt;
== Prerequisites ==&lt;br /&gt;
Intermediate knowledge of GIMP/Photoshop etc (including layers, masks, and different brush types).&lt;br /&gt;
&lt;br /&gt;
Basic understanding of diffuse, normal and specular maps (i.e. what each of them is for).&lt;br /&gt;
&lt;br /&gt;
It may help with searching to have all of TDM&#039;s textures and material files extracted somewhere (but not to your main TDM folder unless you know the consequences). The textures are in the tdm_textures_... pk4 files. The materials are in tdm_models_decls01.pk4. Alternatively you can scroll through the Materials in DarkRadiant.&lt;br /&gt;
&lt;br /&gt;
== Preparation ==&lt;br /&gt;
&lt;br /&gt;
(This uses the example mentioned in the introduction)&lt;br /&gt;
&lt;br /&gt;
Find a smooth metal diffuse texture. Search the material files to find what normal and specular maps it also uses. Load each of these into a single image as separate layers.&lt;br /&gt;
&lt;br /&gt;
Find a texture which is only rust (e.g. metal\flat\solid_rust03). Use the material files to find its normal map (this one does not have a specular map).&lt;br /&gt;
&lt;br /&gt;
Something similar will be needed with the rivets textures, but it&#039;s best to leave them till later.&lt;br /&gt;
&lt;br /&gt;
Some images may be different sizes, so it&#039;s best to pick one size and make them all equal.&lt;br /&gt;
&lt;br /&gt;
You should now have a set of layers like this:&lt;br /&gt;
&lt;br /&gt;
[[File:layers.jpg|200px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;It&#039;s best to arrange the layer order into diffuse, normal and specular.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Processing 1 - Rust Diffuse Layer ==&lt;br /&gt;
&lt;br /&gt;
{{important|headline=Note|text=For terrain textures, you&#039;ll need to ensure the masks are seamless}}&lt;br /&gt;
Turn off all of the layers except for the diffuse for the plain metal and the rust.&lt;br /&gt;
&lt;br /&gt;
Add a mask to the rust diffuse layer, and fill this with solid black to make it fully transparent (it&#039;s better to use masks instead of normal erasing because it preserves all of the layer&#039;s original colours).&lt;br /&gt;
&lt;br /&gt;
To get a light smattering of rust, you need to draw a soft &#039;&#039;&#039;white&#039;&#039;&#039; wispy pattern &#039;&#039;&#039;on to the mask&#039;&#039;&#039;. GIMP has several brushes that can make this fairly simple:&lt;br /&gt;
&lt;br /&gt;
[[File:gimp_brushes.jpg|200px]]&lt;br /&gt;
&lt;br /&gt;
Experiment with brush sizes, types and colour (greyscale) to get a pattern of rust that looks good. Example: &lt;br /&gt;
&lt;br /&gt;
Normal view -&amp;gt; [[File:Rust light.jpg|200px]] Mask visible -&amp;gt; [[File:Mask visble.jpg|200px]]&lt;br /&gt;
&lt;br /&gt;
For further tweaking, the mask&#039;s brightness/contrast can be edited, or you can try more advanced things like levels or curves. The overall layer opacity is also a good thing to try adjusting. E.g. Here is the above with the layer opacity set to 50%:&lt;br /&gt;
&lt;br /&gt;
[[File:Layer transp.jpg|200px]]&lt;br /&gt;
&lt;br /&gt;
{{important|headline=Note|text=It&#039;s better to use masks instead of simple erasing because you can keep all of the layer&#039;s original colour information.}}&lt;br /&gt;
&lt;br /&gt;
== Processing 2 - Rust Normal Map Layer ==&lt;br /&gt;
&lt;br /&gt;
The opacity of the diffuse layer needs to be applied to the rust&#039;s normal map so that in game, the rust appears to be much more rough than the surrounding steel.&lt;br /&gt;
&lt;br /&gt;
Copy the mask from the rust&#039;s diffuse layer, add a mask to the its normal layer, and then paste it. With that layer visible, you should see something like this:&lt;br /&gt;
&lt;br /&gt;
[[File:Rust normal opacity.jpg|200px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note that the layer opacity has been reduced to 50% to match the diffuse layer.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When showing the steel normal map, you can just about see the difference between the smooth steel and the rough rust:&lt;br /&gt;
&lt;br /&gt;
[[File:Both normals.jpg|200px]]&lt;br /&gt;
&lt;br /&gt;
== Processing 3 - Rivets Positions and Sizes ==&lt;br /&gt;
&lt;br /&gt;
{{important|headline=Note|text=This part is more complicated, but very rewarding once you get the hang of it.}}&lt;br /&gt;
&lt;br /&gt;
Find a rivets diffuse texture, and its normal map. Its specular map can be ignored - it will save effort to make your own after the rivets have been resized and positioned correctly.&lt;br /&gt;
&lt;br /&gt;
Paste the two images as separate layers:&lt;br /&gt;
&lt;br /&gt;
[[File:Rivets layers.jpg|200px]]&lt;br /&gt;
&lt;br /&gt;
You need to think about the rivets&#039; sizes and positions, and how many you want. In this example, only a few will be needed, but their sizes and positions will need to be adjusted.&lt;br /&gt;
&lt;br /&gt;
To keep the diffuse and normal layers synchronised, you need to link them (in GIMP the link toggle is next to the visibility toggle):&lt;br /&gt;
&lt;br /&gt;
[[File:Linked layers.jpg|200px]]&lt;br /&gt;
&lt;br /&gt;
This allows &#039;&#039;basic transformations&#039;&#039; to apply to all linked layers:&lt;br /&gt;
&lt;br /&gt;
[[File:Scale down.jpg|200px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Scaling down the normal layer also scales down the diffuse layer.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{important|headline=Note|text=Using the scale and move tools only, it may not be possible to get the rivets&#039; sizes &#039;&#039;and&#039;&#039; positions right. In that situation, focus on the sizes. Individual rivets can be moved in a separate process.}}&lt;br /&gt;
&lt;br /&gt;
Use the selection tool to delete the rivets you don&#039;t want from both the normal and diffuse layers, and use the Move transformation to move them around:&lt;br /&gt;
&lt;br /&gt;
[[File:Delete 1.jpg|200px]]&lt;br /&gt;
&lt;br /&gt;
== Processing 4 - Neatening the Rivets ==&lt;br /&gt;
Once you&#039;re happy with the sizes, neaten them up by smoothly deleting the around their edges. It may be easier to use the erase brush on the normal map, and again on the diffuse map, rather than making both of them have identical opacities or using masks:&lt;br /&gt;
&lt;br /&gt;
Erasing the normal map -&amp;gt; [[File:Delete 2.jpg|200px]] Erasing the diffuse map -&amp;gt; [[File:Delete 3.jpg|200px]]&lt;br /&gt;
&lt;br /&gt;
== Processing 5 - In-Game Check ==&lt;br /&gt;
&lt;br /&gt;
Before doing any further work on the rivets, see how the current material looks in game (or in a 3D object program if you&#039;re making a model). &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Processing 5 and a half - Moving some Rivets ===&lt;br /&gt;
&lt;br /&gt;
If you want to move some rivets, but not all of them, you can still use the Transform tools and linked layers, but you have to transfer them to new layers, (diffuse and normal).&lt;br /&gt;
&lt;br /&gt;
Use the select tool around the rivet:&lt;br /&gt;
&lt;br /&gt;
[[File:Move select normal.jpg|200px]]&lt;br /&gt;
&lt;br /&gt;
In GIMP, Press Ctrl-Shift-L to float it, then right click to move it to its own layer:&lt;br /&gt;
&lt;br /&gt;
[[File:Move float norm.jpg|200px]] [[File:Move new layer normal.jpg|200px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Repeat the procedure for the diffuse layer:&lt;br /&gt;
&lt;br /&gt;
[[File:Move select diff.jpg|200px]] [[File:Move float diff.jpg|200px]] [[File:Move new layer diff.jpg|200px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Turn on the link for these to layers (ensure all others have been turned off) and they can be moved together:&lt;br /&gt;
&lt;br /&gt;
[[File:Move both.jpg|200px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Once finished, these two layers can be merged back to their original layers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Processing 6 - Extra Rust - Diffuse Map Layer ==&lt;br /&gt;
&lt;br /&gt;
In addition to the light rust that covers the whole texture, it can look good if there are heavier concentrations around rivets or other protrusions, where moisture could be expected to linger, or which be the source of a minor leak.&lt;br /&gt;
&lt;br /&gt;
Make a copy of the rust&#039;s diffuse layer (which should still have its mask). Reset the opacity to 100%, and fill the mask with black. Move it so it&#039;s underneath the rivets&#039; diffuse layer, and use a small, uneven, white brush to draw, in this example, small patches of heavy rust underneath the rivets:&lt;br /&gt;
&lt;br /&gt;
[[File:Rusty beards.jpg|200px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The advantage of using a new layer is that it can have a different opacity&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Processing 7 - Extra Rust - Normal Map Layer ==&lt;br /&gt;
&lt;br /&gt;
In the same way a normal map was made for the light rust layer, another one has to be made for the extra rust layer. Copy the rust normal map (assuming it still has its mask). Copy the mask from the new diffuse layer and apply it to new normal layer:&lt;br /&gt;
&lt;br /&gt;
[[File:Rust rivets normal.jpg|200px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The images below show all four diffuse map layers visible, and all four normal map layers visible:&lt;br /&gt;
&lt;br /&gt;
[[File:All diffuse.jpg|200px]] [[File:All normal.jpg|200px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;You should be able to see how smooth metal, light rust, heavy rust and a rivet are all represented on the normal map.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Processing 8 - Specular Map - Rust ==&lt;br /&gt;
&lt;br /&gt;
The plain steel already has a specular map, which is quite shiny. Rust should be very dull, so you need a dark, almost black, specular layer that matches the rust.&lt;br /&gt;
&lt;br /&gt;
Turn off all layers except for the rust diffuse layers. (GIMP) Right click in the layer panel and select New From Visibe:&lt;br /&gt;
&lt;br /&gt;
[[File:New from vis1.jpg|200px]] [[File:New from vis2.jpg|200px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Lower the brightness so that this is almost black (and desaturate too, if desired):&lt;br /&gt;
&lt;br /&gt;
[[File:Black spec.jpg|200px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When the steel diffuse layer is made visible, you should be able to see that there will be no shininess where there is rust.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Processing 9 - Specular Map - Rivets ==&lt;br /&gt;
&lt;br /&gt;
Copy the rivets diffuse layer, and move place it above all other specular layers. Rename it and increase its brightness:&lt;br /&gt;
&lt;br /&gt;
[[File:Rivets spec.png|200px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;This will make the rivets very shiny, and combined with their normal map they have have a strong 3D appearance.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Tip 1 - Layer Management ==&lt;br /&gt;
&lt;br /&gt;
This example has 11 layers. It&#039;s a good idea to make use of layer groups for the diffuse, normal and specular images:&lt;br /&gt;
&lt;br /&gt;
[[File:Layer group1.jpg|200px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;This allows you to easily hide a whole set of layers (e.g. specular), and to collapse the &#039;tree&#039; to make it easier to focus on the other layers.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Each time you import a new diffuse texture (or duplicate one, e.g. the rust layers in this example) you&#039;ll have to also import a normal and possibly specular map, so layer groups become more and more useful.&lt;br /&gt;
&lt;br /&gt;
== Tip 2 - Don&#039;t be Destructive ==&lt;br /&gt;
&lt;br /&gt;
You can do all the opacity work using an erase brush, but many programs tend to discard a pixel&#039;s colour once it has been made fully transparent. Masks are the best way to let you do whatever you want with opacity while guaranteeing the original colours will be retained, so nothing is lost.&lt;br /&gt;
&lt;br /&gt;
== Tip 3 - Model Textures ==&lt;br /&gt;
&lt;br /&gt;
If you&#039;re making a texture for a model, import its UV map to make it easier to position things. E.g. This is for a button texture:&lt;br /&gt;
&lt;br /&gt;
[[File:Button uv example.jpg|300px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;3 Types of rust (including heavy rust around the button), with the UV map making it clear where the rivets should go.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:RedButton1.jpg|300px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The model in game. The rivets have a nice 3D look and viewed more closely, the rust is visibly rough.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Closing Remarks ==&lt;br /&gt;
&lt;br /&gt;
The first time you try this, it may take a while, but once you get the hang of it the only challenging part will be when things need to be resized/moved etc.&lt;/div&gt;</summary>
		<author><name>RSoul</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=File:RedButton1.jpg&amp;diff=20315</id>
		<title>File:RedButton1.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=File:RedButton1.jpg&amp;diff=20315"/>
		<updated>2018-05-28T20:35:03Z</updated>

		<summary type="html">&lt;p&gt;RSoul: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>RSoul</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=File:Button_uv_example.jpg&amp;diff=20314</id>
		<title>File:Button uv example.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=File:Button_uv_example.jpg&amp;diff=20314"/>
		<updated>2018-05-28T20:33:15Z</updated>

		<summary type="html">&lt;p&gt;RSoul: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>RSoul</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=File:Button_uv_example.png&amp;diff=20313</id>
		<title>File:Button uv example.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=File:Button_uv_example.png&amp;diff=20313"/>
		<updated>2018-05-28T20:32:15Z</updated>

		<summary type="html">&lt;p&gt;RSoul: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>RSoul</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=File:Layer_group1.jpg&amp;diff=20309</id>
		<title>File:Layer group1.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=File:Layer_group1.jpg&amp;diff=20309"/>
		<updated>2018-05-28T20:16:11Z</updated>

		<summary type="html">&lt;p&gt;RSoul: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>RSoul</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=File:Rivets_spec.png&amp;diff=20308</id>
		<title>File:Rivets spec.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=File:Rivets_spec.png&amp;diff=20308"/>
		<updated>2018-05-28T20:02:36Z</updated>

		<summary type="html">&lt;p&gt;RSoul: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>RSoul</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=File:Black_spec.jpg&amp;diff=20307</id>
		<title>File:Black spec.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=File:Black_spec.jpg&amp;diff=20307"/>
		<updated>2018-05-28T17:03:18Z</updated>

		<summary type="html">&lt;p&gt;RSoul: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>RSoul</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=File:New_from_vis2.jpg&amp;diff=20306</id>
		<title>File:New from vis2.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=File:New_from_vis2.jpg&amp;diff=20306"/>
		<updated>2018-05-28T16:58:32Z</updated>

		<summary type="html">&lt;p&gt;RSoul: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>RSoul</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=File:New_from_vis1.jpg&amp;diff=20305</id>
		<title>File:New from vis1.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=File:New_from_vis1.jpg&amp;diff=20305"/>
		<updated>2018-05-28T16:56:43Z</updated>

		<summary type="html">&lt;p&gt;RSoul: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>RSoul</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=File:Move_both.jpg&amp;diff=20304</id>
		<title>File:Move both.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=File:Move_both.jpg&amp;diff=20304"/>
		<updated>2018-05-28T16:46:37Z</updated>

		<summary type="html">&lt;p&gt;RSoul: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>RSoul</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=File:Move_new_layer_diff.jpg&amp;diff=20303</id>
		<title>File:Move new layer diff.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=File:Move_new_layer_diff.jpg&amp;diff=20303"/>
		<updated>2018-05-28T16:37:18Z</updated>

		<summary type="html">&lt;p&gt;RSoul: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>RSoul</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=File:Move_float_diff.jpg&amp;diff=20302</id>
		<title>File:Move float diff.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=File:Move_float_diff.jpg&amp;diff=20302"/>
		<updated>2018-05-28T16:36:54Z</updated>

		<summary type="html">&lt;p&gt;RSoul: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>RSoul</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=File:Move_select_diff.jpg&amp;diff=20301</id>
		<title>File:Move select diff.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=File:Move_select_diff.jpg&amp;diff=20301"/>
		<updated>2018-05-28T16:36:28Z</updated>

		<summary type="html">&lt;p&gt;RSoul: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>RSoul</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=File:Move_new_layer_normal.jpg&amp;diff=20300</id>
		<title>File:Move new layer normal.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=File:Move_new_layer_normal.jpg&amp;diff=20300"/>
		<updated>2018-05-28T16:30:55Z</updated>

		<summary type="html">&lt;p&gt;RSoul: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>RSoul</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=File:Move_float_norm.jpg&amp;diff=20299</id>
		<title>File:Move float norm.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=File:Move_float_norm.jpg&amp;diff=20299"/>
		<updated>2018-05-28T16:28:19Z</updated>

		<summary type="html">&lt;p&gt;RSoul: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>RSoul</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=File:Move_select_normal.jpg&amp;diff=20298</id>
		<title>File:Move select normal.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=File:Move_select_normal.jpg&amp;diff=20298"/>
		<updated>2018-05-28T16:25:50Z</updated>

		<summary type="html">&lt;p&gt;RSoul: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>RSoul</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=File:Rust_diff_copy.jpg&amp;diff=20297</id>
		<title>File:Rust diff copy.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=File:Rust_diff_copy.jpg&amp;diff=20297"/>
		<updated>2018-05-28T15:51:51Z</updated>

		<summary type="html">&lt;p&gt;RSoul: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>RSoul</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=File:All_normal.jpg&amp;diff=20296</id>
		<title>File:All normal.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=File:All_normal.jpg&amp;diff=20296"/>
		<updated>2018-05-28T15:30:51Z</updated>

		<summary type="html">&lt;p&gt;RSoul: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>RSoul</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=File:All_diffuse.jpg&amp;diff=20295</id>
		<title>File:All diffuse.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=File:All_diffuse.jpg&amp;diff=20295"/>
		<updated>2018-05-28T15:30:23Z</updated>

		<summary type="html">&lt;p&gt;RSoul: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>RSoul</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=File:Rust_rivets_normal.jpg&amp;diff=20294</id>
		<title>File:Rust rivets normal.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=File:Rust_rivets_normal.jpg&amp;diff=20294"/>
		<updated>2018-05-28T15:25:09Z</updated>

		<summary type="html">&lt;p&gt;RSoul: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>RSoul</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=File:Rusty_beards.jpg&amp;diff=20293</id>
		<title>File:Rusty beards.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=File:Rusty_beards.jpg&amp;diff=20293"/>
		<updated>2018-05-28T15:13:10Z</updated>

		<summary type="html">&lt;p&gt;RSoul: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>RSoul</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=File:Delete_3.jpg&amp;diff=20288</id>
		<title>File:Delete 3.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=File:Delete_3.jpg&amp;diff=20288"/>
		<updated>2018-05-28T14:31:04Z</updated>

		<summary type="html">&lt;p&gt;RSoul: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>RSoul</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=File:Delete_2.jpg&amp;diff=20287</id>
		<title>File:Delete 2.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=File:Delete_2.jpg&amp;diff=20287"/>
		<updated>2018-05-28T14:30:09Z</updated>

		<summary type="html">&lt;p&gt;RSoul: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>RSoul</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=File:Delete_1.jpg&amp;diff=20285</id>
		<title>File:Delete 1.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=File:Delete_1.jpg&amp;diff=20285"/>
		<updated>2018-05-28T14:03:14Z</updated>

		<summary type="html">&lt;p&gt;RSoul: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>RSoul</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=File:Scale_down.jpg&amp;diff=20282</id>
		<title>File:Scale down.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=File:Scale_down.jpg&amp;diff=20282"/>
		<updated>2018-05-28T13:45:16Z</updated>

		<summary type="html">&lt;p&gt;RSoul: RSoul uploaded a new version of File:Scale down.jpg&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>RSoul</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=File:Scale_down.jpg&amp;diff=20280</id>
		<title>File:Scale down.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=File:Scale_down.jpg&amp;diff=20280"/>
		<updated>2018-05-28T13:40:20Z</updated>

		<summary type="html">&lt;p&gt;RSoul: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>RSoul</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=File:Linked_layers.jpg&amp;diff=20272</id>
		<title>File:Linked layers.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=File:Linked_layers.jpg&amp;diff=20272"/>
		<updated>2018-05-28T13:33:51Z</updated>

		<summary type="html">&lt;p&gt;RSoul: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>RSoul</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=File:Rivets_layers.jpg&amp;diff=20268</id>
		<title>File:Rivets layers.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=File:Rivets_layers.jpg&amp;diff=20268"/>
		<updated>2018-05-28T13:29:20Z</updated>

		<summary type="html">&lt;p&gt;RSoul: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>RSoul</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=File:Both_normals.jpg&amp;diff=20264</id>
		<title>File:Both normals.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=File:Both_normals.jpg&amp;diff=20264"/>
		<updated>2018-05-28T13:14:54Z</updated>

		<summary type="html">&lt;p&gt;RSoul: RSoul uploaded a new version of File:Both normals.jpg&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>RSoul</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=File:Rust_normal_opacity.jpg&amp;diff=20263</id>
		<title>File:Rust normal opacity.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=File:Rust_normal_opacity.jpg&amp;diff=20263"/>
		<updated>2018-05-28T13:13:15Z</updated>

		<summary type="html">&lt;p&gt;RSoul: RSoul uploaded a new version of File:Rust normal opacity.jpg&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>RSoul</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=File:Layer_transp.jpg&amp;diff=20262</id>
		<title>File:Layer transp.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=File:Layer_transp.jpg&amp;diff=20262"/>
		<updated>2018-05-28T13:08:06Z</updated>

		<summary type="html">&lt;p&gt;RSoul: RSoul uploaded a new version of File:Layer transp.jpg&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>RSoul</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=File:Mask_visble.jpg&amp;diff=20260</id>
		<title>File:Mask visble.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=File:Mask_visble.jpg&amp;diff=20260"/>
		<updated>2018-05-28T13:03:09Z</updated>

		<summary type="html">&lt;p&gt;RSoul: RSoul uploaded a new version of File:Mask visble.jpg&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>RSoul</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=File:Rust_light.jpg&amp;diff=20259</id>
		<title>File:Rust light.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=File:Rust_light.jpg&amp;diff=20259"/>
		<updated>2018-05-28T13:00:57Z</updated>

		<summary type="html">&lt;p&gt;RSoul: RSoul uploaded a new version of File:Rust light.jpg&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>RSoul</name></author>
	</entry>
</feed>