Textur types (QSF)

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  • Information about the different texture types used by QSF.

    1 Texture types

    Texture typeFile extensionImageDescription
    Color map*_c.tifRGB ColorColor of a surface. No lighting information even no ambient occlusion.
    Alpha map*_a.tifGrayscaleCut out of pixels in the material (1bit cut out and 8bit transparency for decals)
    Metallic map*_s.tifGrayscaleWhat is metal and what is no metal (1 = metal; 0 = no metal)
    Gloss map*_g.tifGrayscaleRoughtness / smoothness of a surface. (1 = smooth; 0 = rough)
    Normal map*_n.tifRGB ColorExpand geometric details of a surface
    Emissive Map*_e.tifRGB ColorIlluminate details. In case of a damage model this is a fire glow texture
    Tint map*_t.tifGrayscaleArea where the surface will be tinted by the shader (1 = tinted; 0 = not tinted)
    Ambient occlusion map*_ao.tifGrayscaleOvercast lighting (indirect lighting / shadowing) (1 = light; 0 = shadow)
    Smut overlay map*_o.tifGrayscaleSmut that will be faded in by the game in case of fire (Emergency 5 specific)
    Height map*_h.tifGrayscaleDefines the hight of a surface for displacement. puddles will generate from this map (1 = high; 0 = deep)

    Note: QSF allways need a file extension for textures. Otherwise QSF don't know what texture type your texture is.

    1.1 Compression

    Work only with uncompressed textures. QSF will compress them while import. (Further information)

    1.2 File format

    Use TIFF with layer support for store the source data as well import the textures in to QSF.

    Note: Make sure your Photoshop saves *.tif-files like *.psd-files (with layers, adjustment layers, smart objects, shapes, etc.). Otherwise you might need a newer version of Photoshop or in case of working with Cry Engine there could be a conflict with the cry tiff plugin.

    1.3 Store data source

    Store your source textures in a SVN repository, before import it in to QSF. QSF need a valid repository.

    Note: Don't store all your singel texture map layers in one meta TIF or PSD file. The idea is, to use one texture file as source and as import file for QSF. So you can open the source from the material browser, make changes, save and recompile the material.

    1.4 Texture size / texel density

    For EMERGENCY 5 we use a pre defined pixel per meter count (512px = 3m). Work allways in double resolution. QSF will size it down to the half. This means the final texel density is 1024px = 3m. (Further information)

    === Normal map orientation ===
    Allways make sure your normal map is correct. As example: If you do normal maps with CrazyBump you have to invert the green chanel to get the right orientation. Some tools and engines have other orientations. So use the image below to compare the orientation of your normal map.