Shadowing from normal maps different on players
by Adam Beer · in Torque Game Engine Advanced · 07/15/2008 (2:40 pm) · 4 replies
I have the exact same model in my game, one is a StaticShape, the other is the actual player. One thing I noticed was that the same normal map on the player doesnt seem to cast any shadowing. If you guys really want a picture, let me know. I looked through the player class to see what it might be, but no luck. has anyone else noticed this? How would I fix it?
About the author
Adam is the owner of Ignition Games, an indie game and software development company.
#2
I have the normal map being rendered on the second pass, so you can see what effect is is adding to the texture.
www.heartofthebattle.com/GG/screenshot_045-00000.jpg
www.heartofthebattle.com/GG/screenshot_045-00001.jpg
07/28/2008 (6:08 pm)
Since it seems no one is willing to chime in here, I will add a some screenshots of what is happening. I would appreciate it if someone gave some idea, because this really makes my models look ugly. I have the normal map being rendered on the second pass, so you can see what effect is is adding to the texture.
www.heartofthebattle.com/GG/screenshot_045-00000.jpg
www.heartofthebattle.com/GG/screenshot_045-00001.jpg
#3
07/30/2008 (4:44 am)
Still not 100% certain there's no missed side-effects on this one, but:void sgLightManager::setupLights(SceneObject *obj)
{
...
// players, vehicles, ...
if(obj->overrideOptions)
{
if(outside)
{
light->mType = LightInfo::Vector;
light->mDirection = sun->mDirection;
light->mColor = sun->mColor;
light->mAmbient = sun->mAmbient;
}
else
{
light->mColor = ambientColor * directionalFactor;
light->mAmbient = ambientColor * ambientFactor;
}
}// beyond here are the static dts options...
...
}
#4
07/30/2008 (8:43 am)
Thank you very very very much Kirk. That fixed it.
Torque Owner Adam Beer
Ignition Games Inc.