Hello If I use "stones.mdl" from the samples directory, which comes with the installation package, this model works ok with my code and lighting works ok like it should with normal map.
When I opened this model with MED's skin manager, it has two skins one texture and other quite obviously normal map made from the texture.
If I take a picture and put it's alpha channel on and create normal map from it with Gimp and then I load both as skins to a model with MED's skin manager it does not work right with my code like "stones.mdl".
The question, what kind of settings should be used in Gimp to make a right kind of normal map?
thanks in advance Jarkko Halme
Re: Creating normal map with Gimp, how
[Re: JHA]
#390837 01/05/1208:3301/05/1208:33
Hello Thanks for helping. I tried TGA and I put the normal map as a second image, it did not make a difference. I tried also both way around normal map as second and normal map as first skin. If normal map is second skin, the normal map is visible (blueish bump map of the actual skin) and the actual skin is not visible add all. Do I have tranparancey setting somehow wrong in Gimp when I create the normal map?
The code is:
Creating the object: Ball=ent_create("cube_n.mdl",vector(StartPoint+k*60,StartPoint+j*60,StartPoint+i*60),BallAction);
No material setting at all.
And the action begins: action BallAction() { VECTOR SpeedOfBall; VECTOR AngSpeedOfBall;
Hello I was able to get this work. Actually I just did everything from beginning, I also created a new model and then all worked. I do not actually know what was the problem. Maybe something corrupted in the model, because I used that several times deleted texture and added new one and deleted again and so on. But anyway thanks for helping. Jarkko