Normal Maps with dif
by Howard Dortch · in Torque 3D Professional · 02/08/2010 (8:22 pm) · 11 replies
I have a dif building (interior) I add in a normalmap on one of the walls and it glows at night like it's not affected by ambient light levels. I comment out the normalMap[0] = "blah"; and the texture takes on the night time ambient as it should. How can I have normalMap affected by lights like the diffuse on a dif?
#2
02/08/2010 (11:31 pm)
T3D yes and emissive unchecked meaning emissive = false; ? that is what I have set in the texture but it still lights up, thanks...
#4
02/26/2010 (11:47 am)
export the dif out and reload as collada or dts...best guess i dont really use difs any longer
#6
03/22/2010 (5:10 pm)
Bump.. anyone know of a solution to glowing normalmaps on dif?
#7
03/23/2010 (12:01 am)
Quote:how do I convert from dif to collada ?In game editor (F11) go, file->Export Interiors To Collada...
#8
03/23/2010 (1:16 am)
I noticed the same problem, and since then I use difs to prototype, and replacing them later with a .dts or collada. Also because I did not get the difs to work properly with lighting and the portals and so on.
#9
I export to collada, next menu item down, and I get a red building that I can walk through. Not seeing the advantage here..
03/23/2010 (2:43 pm)
I ran the game, got in world editor select "Export interiors to collada" selected all exported and nothing. No dae files appear and when I do that no directory paths are offered either.I export to collada, next menu item down, and I get a red building that I can walk through. Not seeing the advantage here..
#10
03/23/2010 (3:22 pm)
The "Export Interiors to Collada" option has a bug in 1.1 Alpha and Beta 1. Try the export using 1.0.1.
#11
03/23/2010 (4:21 pm)
I am using 1.01
Torque 3D Owner Daniel Balmert
Default Studio Name
EDIT: What version of Torque is this? I'm assuming T3D, but I may be wrong.