Game Development Community

LOD dark textures issue

by Ben Halverson · in Torque 3D Professional · 01/13/2012 (2:32 pm) · 4 replies

I'm not entirely sure that this isn't my fault. Before I formally post this as a potential bug, I was hoping you guys could tell me what you think is going on. I've been tinkering with LODs this week and I've experienced a few problems with certain textures showing up almost pitch black for no apparent reason. It's only certain textures on certain LODs for my models.

Here is an example of a timber frame house that I've had this trouble with.
i13.photobucket.com/albums/a293/VladPiranha/lod1.jpg
i13.photobucket.com/albums/a293/VladPiranha/lod2.jpg
i13.photobucket.com/albums/a293/VladPiranha/lod3.jpg

As you can see, in the first image, all is normal. In the second one, the steps have become dark for no reason. In the third, the entire roof is nearly blacked out. I've messed with several settings to try to alter this outcome, but I'm drawing a blank. The important thing is that all of these models look just fine if they're imported separate from one another as their own objects, so I can't imagine what the trouble is.

#1
01/14/2012 (10:24 am)
On the assumption that you are using LOD textures too, have you lined up the textures side by side to view them?

Also, the lighting can be a bit odd in the shape editor, does the issue still present in an actual mission?
#2
01/14/2012 (12:09 pm)
Is it because it is highlighting the surface that the texture is applied to? Does the editor do that?

Also, put [url][/url] around the image links. That way people don't have to cut and past to look at the pictures.
#3
01/15/2012 (6:40 am)
The look of the model in the shape editor is identical to what you'd see in the mission. Just to be certain that the texture itself is not to blame, as a test, I used the same textures on both the full detail model as well as the LOD beneath it (the one in the second link). Even under those circumstances, the same problem occurs.

After messing with the detail numbers to allow for closer inspection in the mission editor, my best guess is that it's lighting glitch making this happen. Even in direct sunlight, those areas of the model display as though they're in the shade, which is why they seem so dark. The darkened parts of the LODs match the shaded parts on the models around them that function properly. The real kicker, however, is that if I assign a normal map and set the specular on the texture as high as it goes, you still won't see anything aside from just a bit of light on the very edges of the roof. The same is true of the glow feature. Only the edges of it glow. I can supply further screenshots of the experiments if it gives you guys any ideas.

As a last note, I've imported other models similar to this one and they function properly. Even in the Pacific demo, this occurs.
#4
03/31/2012 (10:57 am)
Ben, check into re-adjusting the normals in MAX. If you are using Max add an edit normals modifier to the original and the LOD version that is giving you issues and see how the normals projection changed when you created your lower LOD version. I have run into this occasionally, when you strip away polys, it sometimes refocuses the normal projection. Causing the texture to appear darker in engine.