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Cosine power maps and normal color maps

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Created 9 years ago
by Centric
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Enjoy my 2015 contest map, a simple map with bo1-bo2 features
http://ugx-mods.com/forum/index.php?topic=14968.msg149200#
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What are these for? Do you make them yourself or export them from somewhere? All I know is they make the guns look really nice.
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Normal maps are for adding the "bumps" or protrudes the weapon.
Cosine power maps affect the normal maps iirc, but I'm not entirely sure as I can't find any information them either.
Marked as best answer by Centric 9 years ago
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I've never really seen anyone talk about it, but this is what I think it is from just looking at images and the names of images on guns I port after converting the material in asset manager.
Cosine powermaps are for specular maps. It's basically the same image as the specular color but generally has more contrast and it is always black and white. It determines how bright the shine is. In Infinity Ward games, the white areas have the shiniest shine for lack of a better way of putting it. In Treyarch games it's opposite and black determines the shiniest shine. When you convert the material, asset manager combines the spec color map and cosine power map into one image to make the specular iwi.

So for example, this is my specular color map

And this is my cosine power map

But these are for COD4, so for WaW or other Treyarch games you can invert the power map and probably be fine. It's all experimentation to get the shine you want really.

Normal maps generally export with the model and are in the images folder, but if not you can easily create your own from the color map using ssbump generator or something like that.
Last Edit: January 05, 2015, 06:00:13 am by ConvictioNDR
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A specular map in CoD is actually made up of two textures:
Specular color map - the reflection color (RGB)
Cosine power map - the reflection amount / glossiness (Grayscale)
Asset Manager merges both to a single IWI, indicated by an ampersand & in the name. The power map becomes an alpha channel and is merged together with the color map to a RGB+A texture.
The brighter the color map is, the more shine is applied to the final material.
The goal when creating a cosine map is to fill the image with a solid value to represent the general specularity of the surface and then darken areas where weathering would occur...     8)
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In regard to the program, crazybump is easy as hell to use. Although you need to fiddle with the specularity as they come out super shiny
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Ok thanks. I guess I'll mess with it abit and see what I can get.

 
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