Overgrwoth Custom Weapon Shading
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Overgrwoth Custom Weapon Shading
Hi I am trying to make a spiked baseball bat, but the shading is always messed up, like this...
Last edited by Blendahead on Mon Nov 21, 2016 5:41 pm, edited 1 time in total.
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Re: Overgrwoth Custom Weapon Shading
What shader are you using and what does your normal map look like? I'm thinking it might be an issue with using a tangent space normal map with the object space normal map shader.
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Re: Overgrwoth Custom Weapon Shading
I am using the typical one, cubemapobjitem
when I use tangent it has no shading at all
and this is my normal map...
when I use tangent it has no shading at all
and this is my normal map...
Last edited by Blendahead on Mon Nov 21, 2016 3:41 pm, edited 1 time in total.
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Re: Overgrwoth Custom Weapon Shading
Ok, that looks good. I would guess that you'll need to swap and/or flip one or two of the channels in your normal map for it to work like it should. Unfortunately I don't know which ones or how and I don't have time to test it out right now myself.
Please let us know if you figure it out!
Please let us know if you figure it out!
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Re: Overgrwoth Custom Weapon Shading
Okay will do, thanks for your help
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Re: Overgrwoth Custom Weapon Shading
Does anyone know if there is a way to make it use tangent normals without making it a flat object?
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Re: Overgrwoth Custom Weapon Shading
It doesn't need to be a flat object to use tangent space normals. Tangent space normals just use the normal map in a way that modifies the underlying normal instead of overriding it entirely.
There are some comparison images and more information on the subject here: http://wiki.polycount.com/wiki/Normal_M ... al_Details
To tell the game that you're trying to use a tangent space normal map, use the version of the shader without "obj" in it. So in your case you should use "cubemapitem" instead of "cubemapobjitem".
There are some comparison images and more information on the subject here: http://wiki.polycount.com/wiki/Normal_M ... al_Details
To tell the game that you're trying to use a tangent space normal map, use the version of the shader without "obj" in it. So in your case you should use "cubemapitem" instead of "cubemapobjitem".
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Re: Overgrwoth Custom Weapon Shading
When I use a tangent normal map it makes the object look flat even with cubemapitem,
and nothing ever changes when I change the shader name line
and nothing ever changes when I change the shader name line
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Re: Overgrwoth Custom Weapon Shading
Hh, weird. Would you like to zip up the object.xml file as well as the textures and the model so I can take a look and hopefully figure it out?
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Re: Overgrwoth Custom Weapon Shading
Sorry I just got back to my computer, (I was gone for the weekend), but sure I will be happy to zip it up and send it to you
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Re: Overgrwoth Custom Weapon Shading
Here it is
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Re: Overgrwoth Custom Weapon Shading
I tested some things with it and had to ask the rest of the team because I couldn't get it to work either. Apparently it's no longer the "cubemapitem" shader you should use if you want to use a tangent space normal map on an item, but simply the "cubemap" shader.
EDIT1:
I updated the wiki with this information.
EDIT1:
I updated the wiki with this information.
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Re: Overgrwoth Custom Weapon Shading
Okay thanks! I'll try that
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Re: Overgrwoth Custom Weapon Shading
So I did that and now there is definitely shading but it has this strange thing where the whole model lights up and darkens depending on the angle of view...
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Re: Overgrwoth Custom Weapon Shading
So you changed it to use the cubemap shader, right? Did you also replace your object space normal map with a tangent space normal map?
If you just want to test the shader with a flat normal map, there is a flat normal map called "blank_TS_white_n.tga" right in the ../Overgrowth/Data/Textures/ folder.
If you just want to test the shader with a flat normal map, there is a flat normal map called "blank_TS_white_n.tga" right in the ../Overgrowth/Data/Textures/ folder.