Undecorated Auran SD40-2 Textures?

nickrailfan

Lord of the Executives
Hello all.

I'm trying to find an undecorated texture for Auran's built-in SD40-2. I'm planning a reskin which would require an undecorated version of the skin. I tried using a method of converting the 'bump' texture to a blank one but to no avail, different type of coding. I've seen reskins(Mainly by sniper297 if anyone needed to know) of it and I'm wondering where he got his. I don't have the expertise in GIMP to use that for successful reskinning so(keep comments on this to yourself please) I use MS Paint. Anyways, I've blabbed long enough. Thanks in advance for the help. :)
 
I tried using a method of converting the 'bump' texture to a blank one but to no avail, different type of coding.
A bump texture file isn't an image - it's a normal map. If you want to 'remove' it for some reason then you can use a map of a flat surface - that is, a surface with no features. It is possible to manually create a bump map using a graphics program that allows you to specify colours as RGB values. Create it as 24-bit TGA with all one color - RGB values of 128, 128, 255 respectively.

Changes to the bump texture should only be necessary if you are changing the surface features - moving a door, for instance. Otherwise, you would leave the bump texture as is, and simply change the image textures.
 
HP Trainz has an undecorated version of their reworked SD40-2 (which is essentially Auran's SD40-2 but with major improvements) but only a few people are allowed to use that with NARM being the only ones I can think of.


Cheers,
TrainzPlayer14
 
1. Yes, I know that the bump texture is a normal file. I saw a video by BNSF1238 on YouTube and he somehow managed to convert it.

2. I've seen that. I may try to contact Kai about it and if that doesn't work I may email N3V personally to see if they have one I could use.
 
Well, I take from SailorDan's comment that you would want to maintain the normal map under most conditions, as long as you are not changing the underlying structure of the mesh and/or asset as a whole. Generally, normal maps take some time to create, and result in a much more realistic look to your asset (although, there is a plugin for gimp that greatly simplifies the creation of normal maps).
 
Generally, normal maps take some time to create, and result in a much more realistic look to your asset (although, there is a plugin for gimp that greatly simplifies the creation of normal maps).
A normal map created in something like GIMP is a very different animal, and usually a very poor imitation of a proper normal map. It is inferred from the image, using color, brightness and edge detection as an indication of surface height. For some images t can work quite well, but for most it just produces a shadow effect - much the same as can be applied to the actual images using a shading tool.
 
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