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When you have mastered BSA Commander you can, of course, pull your textures then your meshes without closing BSA Commander, but to make your first unpack easier in the tutorial we just did textures. That's it! You've completed your texture and now your normal map, time to close up GIMP and re-open BSA Commander! Click Generate Mipmaps and OK to finish saving your new normal map! Textures with alpha channels, like normal maps, need to be saved as DXT3 or DXT5. This time you need to choose a different compression level. Click save and you will get the "Save as DDS" box. Remember it MUST be the same as the texture but with _n.dds at the end. In the Name slot type the name for your normal map. Just like with the texture, click File then Save As Your texture will be transformed into a normal map for you! The proper settings should already be in place, so all you need to do is verify your Filter is set at "4 sample" and click ok. On the image, click "Filters" scroll down to map, and click normal map. Once you've reached that point, it's time to transform it to a normal map. Your texture will change to an alpha/transparent version of the blanket. Where it says "From:" you'll see a white bar, click it and select black on the color picker window and click OK. Click "Layer" again and scroll down to Transparency and click "Color to Alpha"Ī Color to Alpha box will open. Next, you need to add a color to the Alpha Channel you just made. Start by clicking "Layer" then scroll down to Transparency and click "Add Alpha Channel" Since this is a tutorial and we have a new texture open yet, let's go ahead and make a basic custom Normal Map.
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The new name has a different depth than the old name, so you would need a new normal map, otherwise the old name will ghost under the new one! The exception would be things like signs, for example, where you change the name. You will be able to use this shortcut in the majority of your retextures. Blanket06_n.dds -> aaTestBlueBlanket_n.dds
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