I’m having trouble writing out proper normal maps for MSFS? Every tool I try outputs maps with the purple look and all the maps I’m hoping to replace are the green and red on black style? What is the usual, proper procedure for turning a grey scale height map into the green and red maps? Ideally without having to involve baking them on the model? The flat areas need to be black in MSFS, if it’s a purple color the shading/lighting is all messed up. I have tried making the blue channel black, but still the shading is very wrong with the normals for areas I want to be flat being skewed by the mid range colors GIMP and Nvidia Texture Tools are giving me? These maps assume flat is a middle grey value in both red and green channels. MSFS seems to need black in both the red and green channels to not perturb the normal? MSFS normal maps are pretty odd to me, because they will be the same value in the red channel for both directions of normal deflection on either X side of a vertical groove. But all the tools I have tired have dark values in the red channel deflecting on one side of the groove and light values on the other? And a middle grey in a channel is flat, not black as in MSFS normal maps? Several people suggested they use the “purple style” in MSFS just fine? Why are the maps I’m finding in add ons the black with green and red?
What am I missing here? I suspect I could use a compositing app like Nuke and do the right processing to get the correct end result, but surely there’s an easy way I’m just not getting? I see nothing specific about this in the SDK docs, and searching for the answer is only finding other people asking the same question I have? No answers?!
Anyone know of a doc/tutorial/howto or can just give me a few hints or clues?