Author Topic: Normal Map Problems  (Read 1657 times)

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I'm having problems with some asteroids. I thought they would be a good place to start learning how to get stuff in game. Aside from the fact they look like wads of shiny cookie dough the normal maps don't show up until I shoot one and it spawns more. Then the normals only look like they should when you are right next to the asteroid. Farther back and they look all crazy like you can see the wireframe. I baked the maps in Max and then I followed Herra's little tutorial from this thread. Also any ideas on how to negate the shine? I thought using a very dark shine map would work but it hasn't.



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Offline z64555

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What file format did you save your maps in?
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I used DXT5nm like in the tutorial. I also tried png and tga just to try and see what was going on but they didn't work either.
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Offline z64555

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Ok, just for kicks, could you open up your map with your editor (or Irfanveiw, or whatever) to ensure that it's the correct Green type?

Also, if your map is larger than 2048^2, you might want to down-size a temporary copy for testing.
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chief1983

------------
funtapaz: Hunchon University biologists prove mankind is evolving to new, higher form of life, known as Homopithecus Juche.
z64555: s/J/Do
BotenAlfred: <funtapaz> Hunchon University biologists prove mankind is evolving to new, higher form of life, known as Homopithecus Douche.

 
Well they are 1024 and they are gray but the tutorial said that that was to be expected.
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Offline z64555

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hmm... wonder if the LOD's have anything to do with it?  :confused:
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chief1983

------------
funtapaz: Hunchon University biologists prove mankind is evolving to new, higher form of life, known as Homopithecus Juche.
z64555: s/J/Do
BotenAlfred: <funtapaz> Hunchon University biologists prove mankind is evolving to new, higher form of life, known as Homopithecus Douche.

 

Offline Zacam

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Maybe a link for the normal map DDS in question?
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Offline Zacam

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Hmm. Where to start.

See, in a real normal map, the data on the GREEN and ALPHA channels, they are for different directions. One is the direction of the vertical, the other the direction for the horizontal. In yours, they are absolutely identical.

Look at any of the ASTEROD*-normal.dds files in the MediaVPs to see what I mean as a direct apples to apples compare.

Or the attachment. It's a quick and dirty conversion using Photoshops nVidia NormalFilter.


[attachment deleted by ninja]
« Last Edit: January 25, 2011, 01:53:10 am by Zacam »
Report MediaVP issues, now on the MediaVP Mantis! Read all about it Here!
Talk with the community on Discord
"If you can keep a level head in all this confusion, you just don't understand the situation"

¤[D+¬>

[08/01 16:53:11] <sigtau> EveningTea: I have decided that I am a 32-bit registerkin.  Pronouns are eax, ebx, ecx, edx.
[08/01 16:53:31] <EveningTea> dhauidahh
[08/01 16:53:32] <EveningTea> sak
[08/01 16:53:40] * EveningTea froths at the mouth
[08/01 16:53:40] <sigtau> i broke him, boys

  
Strange, I copied the red channel to the alpha and then copied the green channel to the red and blue like Herra said to. There must have been something wrong with what I started out with. Thanks for your help, I'll take a look.
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Offline Dragon

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Wait, you played around with the channels, then saved to DXT5nm?
DXT5nm does the swap automatically, so when you have a blue-purple normal map source, you should either swap channels OR save as DXT5nm, not both.