Game Development Community

Normal Maps with Mirrored UVs Support?

by Raxx · in Torque Game Engine Advanced · 07/20/2005 (7:28 am) · 11 replies

Mirroring UVs is a common technique to save texture space with in-game models. Doing so conflicts with Normal maps, however, unless the engine specifically deals with it.

So the question is, will TSE support it?

#1
07/20/2005 (10:35 am)
Yes, I'd like to get that working. Hopefully sometime this milestone, no promises though.
#2
07/22/2005 (6:14 am)
Alright, thanks! It's very good to hear it'll be supported at some time during its development.
#3
08/18/2005 (10:53 pm)
Ya, that would be very helpful...A little disappointing to find out it doesn't support that...yet.
#4
08/19/2005 (5:03 pm)
Given that I always work with 100% symetrical characters I can definitely see your point :M
#5
09/07/2005 (11:13 pm)
I have a complex 3500 poly model with mirrored UVs for everything including normal maps and it works perfect in TSE... The normals look perfect as does the diffuse texture. So, I guess my question is: ...it is supported now? If its not, what kind of problems should occur?
#6
09/08/2005 (5:31 am)
Are you sure it looks perfect and isn't inverted on the mirrored side?
#7
09/08/2005 (12:06 pm)
It's not supported yet. If the model doubled up on the verts that are shared between mirrored halves then it would probably avoid normal mapping problems.
#8
09/08/2005 (12:08 pm)
Positive....I can't post a pic at the moment, but you will most likely see one on a Dev snapshot in the coming weeks... Aside from that though, yes it displays each side exactly the same. But I am still curious as to what kind of errors "should" be occuring...Are inverted normals one of them?
#9
09/08/2005 (12:11 pm)
@Blake: From those screenshots of your mesh, it looks like the back side of the arms are, actualy, a tad messed up. Tho that could be bad lighting, but, IIRC, TSE should have per-pixel lighting. :/
#10
09/08/2005 (12:42 pm)
Josh, they are exactly how they show up in Max. I think what you may be seeing is a slight jut-out of a poly where the light is hitting it (on the shoulder pad) But even if it was messing up, it wouldn't be limited to the back of the arms.
#11
09/27/2005 (3:29 pm)
Ok, the proof that the mirrored UVed normals are working here: www.garagegames.com/mg/snapshot/view.php?qid=1059 :P