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Post by DoubleS on Oct 23, 2015 22:32:20 GMT -6
So, working on the Glencoe. I am trying to get it into GE with all textures working at the moment. I am exporting from Blender with default settings. The diffuse is showing properly, and my specular map is mostly working correctly. However my Normal map looks like it is acting as if it isn't following the UV map. I have messed with every setting I can think of, I have remade my normal map through several different techniques, at this point I am at a loss. I'm no even sure what to call the problem to try googling. What little I have found hasn't been helpful at all. Pic below to illustrate what I am talking about. Thanks for any help you guys can offer.
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Post by LMBFarmer on Oct 24, 2015 9:00:06 GMT -6
Open the .i3d in NP++ and look for a refraction or reflection map line under one of the materials, if there is one, delete that line of code.
If that doesn't work, let us know.
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Post by DoubleS on Oct 24, 2015 12:41:34 GMT -6
I don't see anything under the Materials tag. unless your talking about the refractiveindex on the reflection map. I did try removing that, but it didn't have any affect that I could see. Here is the sections from the .I3d. <Files> <File fileId="1" filename="//Textures\tire_diffuse_1k.png" relativePath="true"/> <File fileId="2" filename="//Textures\tire_normal_blender.png" relativePath="true"/> <File fileId="4" filename="Textures/cubemap.dds" relativePath="true"/> <File fileId="3" filename="Textures/tire_specular.dds" relativePath="true"/> <File fileId="5" filename="vehicleShaderDirt.xml" relativePath="true"/> </Files>
<Materials> <Material name="white" materialId="22" ambientColor="1 1 1" cosPower="10" specularColor="1 1 1" customShaderId="5"> <Texture fileId="1"/> <Normalmap fileId="2"/> <Glossmap fileId="3"/> <Reflectionmap fileId="4" type="cube" scaling="1" refractiveIndex="1" bumpScale="0.5" objectMask="4294967295"/> <CustomParameter name="RDT" value="1 1 20 20"/> <CustomParameter name="offsetUV" value="0 0 0 0"/> <CustomParameter name="uvCenterSize" value="0.5 0.5 1 1"/> <CustomParameter name="colorScale" value="0.8 0.55 0.055 1"/> </Material> </Materials> I have just been messing with things all day. I think I made some progress, but it still isn't right. At this point I feel like the normal map is keeping the mesh from being visible from all angles. In the picture below, I circled / pointed to the areas if issue. If I moved the camera though, those areas become visible while others become see through. Plus you can see in the hub and inner rim that it is making the diffuse white / random other colors. There is no spec map applied just to make it easier to see what the normal is doing.
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Post by LMBFarmer on Oct 24, 2015 14:26:20 GMT -6
I don't see anything under the Materials tag. unless your talking about the refractiveindex on the reflection map. I did try removing that, but it didn't have any affect that I could see. Here is the sections from the .I3d. <Reflectionmap fileId="4" type="cube" scaling="1" refractiveIndex="1" bumpScale="0.5" objectMask="4294967295"/> <CustomParameter name="RDT" value="1 1 20 20"/> <CustomParameter name="offsetUV" value="0 0 0 0"/> <CustomParameter name="uvCenterSize" value="0.5 0.5 1 1"/> <CustomParameter name="colorScale" value="0.8 0.55 0.055 1"/> Did you try removing all that to start?
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Post by DoubleS on Oct 24, 2015 18:11:18 GMT -6
Did you try removing all that to start? Wow, misread that tag..... I have tried removing it, it made no difference.
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Post by LMBFarmer on Oct 24, 2015 19:22:33 GMT -6
Can you screenshot your normal map and your diffuse map?
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Post by DoubleS on Oct 24, 2015 20:14:52 GMT -6
Here you are sir. Normal is generated from the diffuse. Another thought, do you know what RGB color GE considers flat? I could try a completely flat normal map.....
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Post by musicman on Oct 25, 2015 7:25:14 GMT -6
Any chance those faces got flipped? Might have to reverse them.
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Post by LMBFarmer on Oct 25, 2015 13:30:36 GMT -6
Just a random thought, for a "out of ideas, what the heck?" are the textures the same size?
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Post by DoubleS on Oct 25, 2015 16:51:37 GMT -6
Any chance those faces got flipped? Might have to reverse them. They are the correct direction in Blender. I don't think they are flipping when exported, it acts different then that. Just a random thought, for a "out of ideas, what the heck?" are the textures the same size? Haha, yes, they are both the same size. Same format as well.
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Post by DoubleS on Oct 26, 2015 21:11:03 GMT -6
Alright, we got her figured out last night. It was a combination of running "make normals consistent" on the mesh in blender, changing to DXT1 on both the textures, and using a proper spec map. Now we have this: Now to dial in the dirt and shiny, and we might be able to move on. Thanks for the help guys, ya all got me heading the right way.
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