MED and normal maps

Posted By: Sleepy

MED and normal maps - 02/18/14 16:50

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
Posted By: Quad

Re: MED and normal maps - 02/18/14 17:29

Screenshots? (with skin manager open, and both in-engine and in-med)
Posted By: Sleepy

Re: MED and normal maps - 02/18/14 18:46

First is without the normal map.

Second is with the normal map.

Third is the engine preview.

http://s163.photobucket.com/user/rcarter29745/media/MED_no_Norm_zpscd1b6fdd.png.html?sort=3&o=2

http://s163.photobucket.com/user/rcarter...?sort=3&o=1

http://s163.photobucket.com/user/rcarter29745/media/WEDengine_zps0977a702.png.html?sort=3&o=0

I think I posted the images correctly..
Posted By: rvL_eXile

Re: MED and normal maps - 02/18/14 21:48

4096˛ Tex? really? Shader applied to the Model?
Posted By: Sleepy

Re: MED and normal maps - 02/18/14 22:12

Originally Posted By: rvL_eXile
4096˛ 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...
Posted By: rvL_eXile

Re: MED and normal maps - 02/19/14 00:43

For this Model you dont need an 4096˛Tex... 1024 ˛ should be enough.
Which version do you use?
Posted By: Sleepy

Re: MED and normal maps - 02/19/14 00:46

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.

Posted By: Dooley

Re: MED and normal maps - 02/19/14 06:16

I think normal maps need to end with _n or _nm ... manual laugh
Posted By: Sleepy

Re: MED and normal maps - 02/19/14 12:13

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.
Posted By: Quad

Re: MED and normal maps - 02/19/14 15:22

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.
Posted By: Sleepy

Re: MED and normal maps - 02/19/14 15:56

I add it to WED as a model and I apply the shaders in the model properties.
Posted By: rayp

Re: MED and normal maps - 02/21/14 16:33

Is ( in MED ) "material setup" in "Skin Settings" checked ? If so check out the diffuse / ambient values. If theres something like 150, 150, 250, u know why grin ...or blue lights, sun maybe ?

( i would take a look into ShadeC when using shaders btw. )

Peace
Posted By: jane

Re: MED and normal maps - 02/21/14 18:05

Have texture and/other normalmap a alpha-chanel?
Posted By: Sleepy

Re: MED and normal maps - 02/25/14 23:14

Figured it out!

For some reason MED didn't place the normal map in the MeshTex folder when I saved it. Copied the normalmap into the MshTex folder, loaded the folder into WED and it loads fine now. Thanks for those that tried to help.

Sleepy
Posted By: sivan

Re: MED and normal maps - 03/04/14 15:19

I have a very similar problem now.

one of my models without shaders blends the colormap with the normalmap, both in MED's model viewer and runtime after ent_create, but don't know why, other models are fine... textures can be outer or inner, does not matter. 24b tga.


EDIT: it happened when imported again from FBX2010. I had an earlier import, maybe I used another format at that time, but now adding the normal map just works. strange...
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