Normal map problem and other texture questions...
by Adam Zeliasz · in Torque 3D Beginner · 10/07/2009 (4:35 pm) · 16 replies
I'm having some issues with my normal map. If you look at the sheet of metal, you'll notice that it flattens out towards the top. But if you look at the material preview, it renders fine. The UV's are fine; and I tried various lighting; sun, scatter, point and nothing seems to fix it. And when I add and then remove my specular map, nothing seems to happen. Any ideas?

Also, if I took that metal sheet and stretched it out in the X axis, the texture stretches which I don't want. How do you get the texture to repeat along a certain axis?
And why if I have no sun, just a point light for my scene, and hit the F4 key (Material Editor) it changes the lighting to something with a high ambient? Shouldn't it only show the lighting that's currently setup?
Thanks!

Also, if I took that metal sheet and stretched it out in the X axis, the texture stretches which I don't want. How do you get the texture to repeat along a certain axis?
And why if I have no sun, just a point light for my scene, and hit the F4 key (Material Editor) it changes the lighting to something with a high ambient? Shouldn't it only show the lighting that's currently setup?
Thanks!
About the author
My name is Adam Zeliasz. I'm a designer testing out Torque 3D for an independent title. I specialize in modeling and animation, and well as web and print design.
#2
10/07/2009 (5:01 pm)
I'm running a 7900 Nvidia card, could that be the problem?
#3
10/07/2009 (5:04 pm)
If I select my barrel and remove the normal map with the Material Editor, it doesn't update. I think somethings up with shader since my normals/speculars don't seem to work at all.
#4
10/07/2009 (5:19 pm)
Well I think it's an export problem Hans. I selected "Select XSI Normals" (Softimage 2010) and that seemed to work, BUT it increased the specular make the texture really white. And the specular map still doesn't work which could correct that problem...
#6
10/07/2009 (5:45 pm)
Hans, I think it's your exporting. I would try different export settings until it gives you the result you want.
#7
10/07/2009 (6:15 pm)
Well I got it working. Besides changing the export settings, I had to close down T3D and restart it which seems to fix the normal/spec problem. Probably a bug or something...
#8
Great i will try those points you have given me tonight when i get home.
Thanks Alot for ya help :)
are the normals suppose to be x,y or x,z ?
10/07/2009 (8:39 pm)
Adam Great i will try those points you have given me tonight when i get home.
Thanks Alot for ya help :)
are the normals suppose to be x,y or x,z ?
#9
Good luck!
10/08/2009 (12:12 pm)
I thought the normals go the direction that that polygon is facing? I'm really not sure how that works. Anyways I think you need to check in your export settings that you want to use your modeling programs normals. I would try various settings to get the correct result. If it still isn't working, contact Garage... Good luck!
#10
One thing I am not seeing in the screenshot provided above is any sort of specular coming from the lighting. What are the RGBA values for the lights set at? The A represents specular strength btw :)
Also the specular map is useful, but it doesnt necessarily have a super strong effect like you would think sometimes. The rendering order is more like this: Diffuse -> Normal -> Specular
The Normal will adjust the surface detail of the model and thus add more form for the default material and lighting specular to affect it. The Specular Map after that just modulates or adjusts the result from there adding in some color and making the result stronger or weaker.
10/08/2009 (1:05 pm)
Normals go the direction the normal is facing. Which can be any direction that it is assigned.One thing I am not seeing in the screenshot provided above is any sort of specular coming from the lighting. What are the RGBA values for the lights set at? The A represents specular strength btw :)
Also the specular map is useful, but it doesnt necessarily have a super strong effect like you would think sometimes. The rendering order is more like this: Diffuse -> Normal -> Specular
The Normal will adjust the surface detail of the model and thus add more form for the default material and lighting specular to affect it. The Specular Map after that just modulates or adjusts the result from there adding in some color and making the result stronger or weaker.
#11
10/08/2009 (2:12 pm)
That pic was meant to show the normal map problem. I figured out the specular so I'm all good. Thanks!
#12
I have 3 other game engines i put my normals in and they show up fine with no probs and NOTHING has changed!
So do i need to remap my normals for T3D to work?
10/08/2009 (3:30 pm)
but the thing i don't understand is i put my normals into T3D and they don't show up.I have 3 other game engines i put my normals in and they show up fine with no probs and NOTHING has changed!
So do i need to remap my normals for T3D to work?
#13
How are you loading the models as a Collada DAE or as DTS?
Generally speaking there are no major changes needed to the models to make them work in Torque3D, at most with DTS you need to do some scene markup but thats it. With collada (DAE) it basicly takes what you give it.
10/08/2009 (4:17 pm)
@HansHow are you loading the models as a Collada DAE or as DTS?
Generally speaking there are no major changes needed to the models to make them work in Torque3D, at most with DTS you need to do some scene markup but thats it. With collada (DAE) it basicly takes what you give it.
#15
10/08/2009 (5:35 pm)
Hans, Torque normals are Z-up, and Direct3D style, or +Y = G(255). OpenGL normals are -Y = G(255). Make sure that your normal maps are using the right settings.
Torque Owner Hans
The Darkseer
I get the same thing happening as you are, in the preview it shows up fine with the normal working, but in the main work windows it is flat and the normals dont work