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Post by wixhax on Oct 21, 2024 10:40:07 GMT -5
Hello, hopefully somebody can help me out. I'm really stuck - no matter how I create my normal map, or what I do with my mesh, the moment I add a normal map to an object and open it in-game, this happens:
Those vertical lines appear and it seems to be lit completely wrong. Is there something very simple I'm missing?
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Post by mauvemorn on Oct 21, 2024 12:01:41 GMT -5
Hi. The normal map has no alpha channel, meaning it was lost because of incorrect saving settings. Since it is already lost, you have to remake the process of converting the purple normal map to ts4-style and save it with BC3 (or dxt5) settings
Also, the mesh isnt adapted correctly. It needs to be assigned to transformbone. - In edit mode select your object with A, click on Assign;
- Delete uv_0 and uv_1 with - button; - double-click on UVmap to rename to uv_0; - duplicate it with +, rename to uv_1
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Post by wixhax on Oct 22, 2024 12:15:24 GMT -5
Thank you so much for your help on this - it was my Intel plugin the whole time... I would convert it and save as .dds, and it would appear to have saved the alpha channel correctly, but when I closed the file and reopened it the alpha channel was gone every time! I downloaded the NVidia plugin instead and that solved my problem there. I also corrected (hopefully) the uv and vertex issue. Unfortunately, my mesh still has shadows in certain lights, with or without normal map. Is there something going on with the normals? package file: www.simfileshare.net/download/5066967/blender file: www.simfileshare.net/download/5066966/
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Post by mauvemorn on Oct 22, 2024 13:47:12 GMT -5
- select the object, in edit mode select everything with A, Mesh - Merge - By distance; - add Edge split modifier and apply it
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Post by wixhax on Oct 22, 2024 14:07:20 GMT -5
You're a life saver! They work perfectly now.
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