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Post by John-Sims on Apr 8, 2017 6:50:14 GMT -5
So, I had made 2 very nice objects, and while they look fairly good in Studio in game they just reflect THE shine. I did everything I could to fix as much of the crapiness: Apply the edge split modifier and replace the bump & spec maps with some blank ones and this time at the right size too. First object: My pallete planter. I did make another thread about it, and I did indeed receive a lot of help, the problem did got fixed however it's all a matter of time until I zoom out a bit and then everything gets a white shiny coat for some reason. Any ideas as to what is causing this? A package file for this object can be found hereSecond object: A tiny cactus pot. Ok, this thing is driving me nuts!! I blanked the specular (right size) I blanked the bump map (again I did import the right size), I applied the edge split modifier, yet the shine just stays on and I don't even have to zoom in to see it. I have 0 idea as to what I'm supossed to do, but I heard a person talking about normal problems? Is that it? If so could someone pretty please explain to me how to solve a normal problem and what it's caused by, as my knowledge is poor and I don't think I'll be able to do much. A package file for this object can be found here~Thank you~ <3
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Post by MisterS on Apr 8, 2017 7:27:49 GMT -5
There is no alpha layer on your spec, it needs one, black like the texture layer
FIY - The size of the spec and bump does not matter if they are blank as long as they are the power of 2. 256x256 512x512 1024x1025 etc and it doesn't have to be a square either, 256x512 156x1024 etc
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Post by inabadromance on Apr 8, 2017 12:24:59 GMT -5
Once re exported the specular texture from a package, the alpha layer gets deleted. I'm assuming that since everything is black, there's no really need for an alpha, haven't tested it though.. i always have my handy textures in one folder to be creating new ones hhehe
AS for your problem, i don't see anything wrong with either the bump or specular.What it is though, is a issue with the resolution of your diffuse. It is 1400x808. The resolution needs to be a multiple of 2, 512x512.. 256x512, 1024x512.. those ratios. Please fix the resolution and see if that fixes the problem.
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Post by John-Sims on Apr 8, 2017 12:49:23 GMT -5
I think they are multiple by 2? How else would they be able to be saved as dds files? inabadromance :-/
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Post by inabadromance on Apr 8, 2017 12:57:09 GMT -5
I'm going to quote: You should not have an image that is 240x240 which is a multiple of 4 (60 x 4). It has to be a power of 2 because the game engine will automatically attempt to make it that way. 2, 4, 8, 16, 32, 64, 128, 256, etc. See THIS thread on blederartist.org for further description. If you keep dividing by 2 the resolution you have, the numbers turn into something that is not divisible by 2. 808>414>207>103.5 Sizes should be fixed in your head so that you can remember how they should be. The game will not read the packages well if you don't follow these suggestions.
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