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MED and normal maps #437505
02/18/14 16:50
02/18/14 16:50
Joined: Jan 2006
Posts: 21
S
Sleepy Offline OP
Newbie
Sleepy  Offline OP
Newbie
S

Joined: Jan 2006
Posts: 21
Hello everyone,

I have done some reading in the manual and understand the skin layout should be as follows.

Skin1 - colormap.tga
Skin2 - normalmap.tga

If this is correct, why does WED render the model with a blueish tint. I have skin1 set as the skin to be rendered, but the normalmap still bleeds through I guess is what I am trying to say.

I have tried setting mtl_bump, mtl_specbump, and no settings at all. Still it bleeds through. I have only found that removing the normalmap from the model in MED corrects this and then I don't get the depth that the normalmap provides..

Am I setting something wrong?
Am I applying the skins in the wrong order?

I should point out that this also happens when I use the engine viewer in MED.

Sleepy

MED v6.922
WED Commercial 8.40 / v6.961

Re: MED and normal maps [Re: Sleepy] #437513
02/18/14 17:29
02/18/14 17:29
Joined: Oct 2007
Posts: 5,210
Ä°stanbul, Turkey
Quad Offline
Senior Expert
Quad  Offline
Senior Expert

Joined: Oct 2007
Posts: 5,210
Ä°stanbul, Turkey
Screenshots? (with skin manager open, and both in-engine and in-med)


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Re: MED and normal maps [Re: Quad] #437520
02/18/14 18:46
02/18/14 18:46
Joined: Jan 2006
Posts: 21
S
Sleepy Offline OP
Newbie
Sleepy  Offline OP
Newbie
S

Joined: Jan 2006
Posts: 21

Last edited by Sleepy; 02/18/14 18:49.
Re: MED and normal maps [Re: Sleepy] #437529
02/18/14 21:48
02/18/14 21:48
Joined: Apr 2005
Posts: 3,076
Germany, NRW
rvL_eXile Offline

3D Artist
rvL_eXile  Offline

3D Artist

Joined: Apr 2005
Posts: 3,076
Germany, NRW
4096² Tex? really? Shader applied to the Model?


Tutorials:
[Blender]Terrain creation ENG/GER
[Blender]Low Poly Tree Modeling
[GIMP]Create a Texture for Terrains
CLICK HERE


Re: MED and normal maps [Re: rvL_eXile] #437530
02/18/14 22:12
02/18/14 22:12
Joined: Jan 2006
Posts: 21
S
Sleepy Offline OP
Newbie
Sleepy  Offline OP
Newbie
S

Joined: Jan 2006
Posts: 21
Originally Posted By: rvL_eXile
4096² Tex? really? Shader applied to the Model?


Yes, Yes, and Yes
The texture will be resized later, but, the engine shouldn't have an issue loading 1 4096 color map, and 1 4096 normal map.
I mean this is just 2 textures. If the engine can't push that......

I have tried setting mtl_bump, mtl_specbump, and no settings at all. Still it bleeds through. I have only found that removing the normalmap from the model in MED corrects this and then I don't get the depth that the normalmap provides..

Although when I set mtl_specBump it tells me...
Skin1:Normal or height map missing...

Re: MED and normal maps [Re: Sleepy] #437534
02/19/14 00:43
02/19/14 00:43
Joined: Apr 2005
Posts: 3,076
Germany, NRW
rvL_eXile Offline

3D Artist
rvL_eXile  Offline

3D Artist

Joined: Apr 2005
Posts: 3,076
Germany, NRW
For this Model you dont need an 4096²Tex... 1024 ² should be enough.
Which version do you use?


Tutorials:
[Blender]Terrain creation ENG/GER
[Blender]Low Poly Tree Modeling
[GIMP]Create a Texture for Terrains
CLICK HERE


Re: MED and normal maps [Re: rvL_eXile] #437535
02/19/14 00:46
02/19/14 00:46
Joined: Jan 2006
Posts: 21
S
Sleepy Offline OP
Newbie
Sleepy  Offline OP
Newbie
S

Joined: Jan 2006
Posts: 21
MED v6.922
WED Commercial 8.40 / v6.961

I have resized the textures to 1024x1024

I have converted them to .png

I have tried the shader viewer

The shader viewer does the same thing. tells me that the normal map is missing and has the blueish color in the viewer aswell.


Last edited by Sleepy; 02/19/14 02:57.
Re: MED and normal maps [Re: Sleepy] #437538
02/19/14 06:16
02/19/14 06:16
Joined: May 2005
Posts: 868
Chicago, IL
Dooley Offline
User
Dooley  Offline
User

Joined: May 2005
Posts: 868
Chicago, IL
I think normal maps need to end with _n or _nm ... manual laugh

Re: MED and normal maps [Re: Dooley] #437554
02/19/14 12:13
02/19/14 12:13
Joined: Jan 2006
Posts: 21
S
Sleepy Offline OP
Newbie
Sleepy  Offline OP
Newbie
S

Joined: Jan 2006
Posts: 21
Originally Posted By: Dooley
I think normal maps need to end with _n or _nm ... manual laugh


Yes, I changed the names of the files to:

ltdiff.png
ltdiff_n.png

But, I don't see where it makes much of a differance on the file extentions. The .tga files are smaller..

Still tells me the normal map is missing for skin1..

What I am not understanding is, if MED is suppose to attach the normal map to the model on export in MED it should be with the model on import into WED.

WED I am assuming is looking for the normal map in a WAD file..
so, I put the color map and the normal map in WED, still get the same results.

Last edited by Sleepy; 02/19/14 14:47.
Re: MED and normal maps [Re: Sleepy] #437560
02/19/14 15:22
02/19/14 15:22
Joined: Oct 2007
Posts: 5,210
Ä°stanbul, Turkey
Quad Offline
Senior Expert
Quad  Offline
Senior Expert

Joined: Oct 2007
Posts: 5,210
Ä°stanbul, Turkey
Do you "import" in wed or simply add as model? You need to add as model and apply one of the materials. Also how do you apply shaders?

Also make sure there is no 2nd uv set in your model, engine may be thinking that is a shadowmap/lightmap not a normal map.


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