Model Oddities
#26
Posté 06 mai 2010 - 05:10
#27
Posté 06 mai 2010 - 05:54
I'll see about exporting this mesh from Lightwave, you can check then if it also gives you problems if you want.
edit: you can grab the re-export here, http://social.biowar...ct_file_id=4289 i took the liberty to set the smoothing groups up but it shouldn't cause problems, hopefully.
Modifié par tmp7704, 06 mai 2010 - 06:04 .
#28
Posté 06 mai 2010 - 10:31
#29
Posté 06 mai 2010 - 10:53
#30
Posté 07 mai 2010 - 12:05
I uploaded a version that's ONLY been through GMAX, with the smoothing groups set. This one comes back with the colors correct, but when converted to MSH by Taz's tools it looks like it's setting one smoothing group for the entire sword. Dunno if you can see anything if you compare it to the MSH run through blender or not. At the very least run it through whatever export process you're using for Lightwave and see if that gets the smoothing groups right. It certainly APPEARS that LW retained them on the Blender version I uploaded before, so I'm hopeful...
#31
Posté 07 mai 2010 - 12:42

this is the sword mesh exported from Lightwave, with 'blank' material applied to it -- white texture, flat normal map, no specular map, no tint. As you can see, there is actually no difference in hue to any part of the item.
This makes me conclude whatever change in colour you are seeing on your end is likely a result of applied texture maps, and so perhaps this is what you should inspect more closely..?
#32
Posté 07 mai 2010 - 12:54
Removed all textures from the MAO, and added them back one at a time. With the Diffuse and Spec it's fine, but as soon as I re-added the Normal map the colors went crazy.
Modifié par Ambaryerno, 07 mai 2010 - 01:04 .
#33
Posté 07 mai 2010 - 01:16

I've dropped .zip file with this version here so you can see how it shows for you: http://social.biowar...ct_file_id=4295 It replaces regular dwarf longsword since that was the fastest way to get it in game.
#34
Posté 07 mai 2010 - 01:20
How is your normal map made?Ambaryerno wrote...
Ok, how's THIS for bizzare. The NORMAL map is causing it.
Removed all textures from the MAO, and added them back one at a time. With the Diffuse and Spec it's fine, but as soon as I re-added the Normal map the colors went crazy.
DA stores its data for normal vectors in Green and Alpha channel. For simplicity you can consider RGB greyscale to be X and Alpha to be Y for the vectors, with Z calculated from these two values. It is possible your normal map is causing the game to modify the vertex normals so they point say, upwards, and the yellow hue you're seeing is additional colouration from the light source (the Sun)
#35
Posté 07 mai 2010 - 01:55
However if I'm understanding you right, the Normal map should only make use of two channels: Green and Alpha. Neither graphics program I'm using, an old version of Corel PhotoPaint and Paint.Net, are capable of working with Alpha. PhotoPaint (PhotoPaint 8, which I got for free a LONG time ago) CAN do separate RGB channels, however that still leaves me unable to edit the Alpha layer.
#36
Posté 07 mai 2010 - 02:08
Not sure if i follow your work process well, but if i understand it you create a bump map first and then convert it to regular normal map (these appear mostly bluish in colour)? If that's right, then you'd need one extra step -- copy the Red Channel of your normal map to its Alpha channel, and then save that as .dds file, typically with DXT5 compression.Ambaryerno wrote...
I created a grayscale image with a solid background, and the surfaces for dings, chips, texture of the grip, and the raised details on the pommel and guard (the griffins and dragon) in varying shades of light and dark as appropriate. I then used a converter to turn this into an RGB Normal Map. However I've tried it in this format, as well as turning it into a pure grayscale image and both cause the same effect.
However if I'm understanding you right, the Normal map should only make use of two channels: Green and Alpha. Neither graphics program I'm using, an old version of Corel PhotoPaint and Paint.Net, are capable of working with Alpha. PhotoPaint (PhotoPaint 8, which I got for free a LONG time ago) CAN do separate RGB channels, however that still leaves me unable to edit the Alpha layer.
For the channel manipulation, i think Gimp (a free painting program) can do that, as well as handle the .dds import/export. Someone also posted a link recently on this forums to dedicated converter which can change regular normal maps to DA ones, but the Search is acting up and i cannot find it.
edit: ah, found it: http://social.biowar...2497962#2502851
Modifié par tmp7704, 07 mai 2010 - 02:11 .
#37
Posté 07 mai 2010 - 03:26
BTW, I used that program to convert my map and it's PARTIALLY working. The color issue went away, however I don't think the converter is handling my Normal maps very well at all. It comes out quite pixelated with a partially transparent background, and the end result causes my spec map to behave bizarrely in the game (mostly making some things far more specular than they should be whereas it's fine without the normal map....)
I think the best approach would be to create them correctly from the start. So what do I do, setthe Green channel from the Normal map as Green in the new map with Red as the Alpha, and nothing in the Red and Blue channels?
#38
Posté 07 mai 2010 - 03:30
Basically yes. The DA maps have the content of Green channel also duplicated in both Red and Blue, so together these channels form a greyscale image rather than shades of green one, but think that's optional.Ambaryerno wrote...
I think the best approach would be to create them correctly from the start. So what do I do, setthe Green channel from the Normal map as Green in the new map with Red as the Alpha, and nothing in the Red and Blue channels?
That said, if it was quite a while since you've used Gimp it may be worth to check it out again, i think they worked on making it more user-friendly. At a glance it's quite Photoshop-like now so simple manipulations like copying content of channels should be pretty doable in it.
Modifié par tmp7704, 07 mai 2010 - 03:32 .
#39
Posté 07 mai 2010 - 04:10
#40
Posté 07 mai 2010 - 12:19
If it's not one thing it's another....
#41
Posté 07 mai 2010 - 12:56
#42
Posté 07 mai 2010 - 01:16
Unfortunately now I'm left with two new problems: I appear to have lost a LOT of the detail on the Normal map, and one half of the model looks like it's covered in glitter. This happens regardless of which direction the light source is, and it's always the same side (in this case, the side facing AWAY from the character when it's equipped). However the normal map is still semi-transparent, (from the Alpha layer) so I'm going to try adding a solid background layer when I get home and see if that helps.
Incidentally, when looking through textures I exported from the toolset there ARE some objects that use a traditional RGB normal map. I haven't tried loading one of these into Gimp and breaking down the channels yet, (it was VERY late when I finally got this working, and I had to work this AM) but what's the difference between these and the grayscale maps?
#43
Posté 07 mai 2010 - 01:36
Don't know really, haven't yet see default model using a map like that. I was playing mostly with the armour and/or weapon models, though.Ambaryerno wrote...
Incidentally, when looking through textures I exported from the toolset there ARE some objects that use a traditional RGB normal map. I haven't tried loading one of these into Gimp and breaking down the channels yet, (it was VERY late when I finally got this working, and I had to work this AM) but what's the difference between these and the grayscale maps?
#44
Posté 07 mai 2010 - 01:41
If you have detail issues that likely relates to the DDS conversion/export process. What did you output them as?
#45
Posté 07 mai 2010 - 01:53
#46
Posté 07 mai 2010 - 02:03
#47
Posté 07 mai 2010 - 06:19
The glittery surface issue remains...

The spec map for the grip is virtually black. These two shots were taken from the same camera angle under the same light source, the only difference is that in one the character is moving towards the camera, and in the other is moving away. As you can see, regardless of which way the character is facing the surface of the grip that points out from the character is ALWAYS sparkly.
It's much more prominent and distracting in the game.
Modifié par Ambaryerno, 07 mai 2010 - 06:19 .
#48
Posté 07 mai 2010 - 06:38
#49
Posté 07 mai 2010 - 10:50
edit 2Ambaryerno wrote...
The spec map for the grip is virtually black. These two shots were taken from the same camera angle under the same light source, the only difference is that in one the character is moving towards the camera, and in the other is moving away. As you can see, regardless of which way the character is facing the surface of the grip that points out from the character is ALWAYS sparkly.
It's much more prominent and distracting in the game.
it appears the strength of specular reflection is determined by the content of alpha channel of your image. Load some of the default weapon textures and check them out for example of that. The handle part has alpha channel pretty much black, while the blade part of the alpha channel is much lighter shade of grey. So the brighter the alpha channel, the stronger specular highlight.
Modifié par tmp7704, 07 mai 2010 - 10:58 .
#50
Posté 07 mai 2010 - 11:14





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