Weasel on 5/3/2005 at 21:29
There might be an easy fix for this that I haven't thought of (I haven't tried very hard yet), but it looks like the normal maps on all additive brushes are reversed. For example grooves between bricks/tiles become raised instead. Has anyone else noticed this? It's the same in the editor (in flesh render mode non-fullbright, of course) and in the game.
ProjectX on 5/3/2005 at 22:02
It doesn't do it for me. Post a screen, mebbe it's just an optical illusion?
jermi on 5/3/2005 at 22:16
If there is an easy fix, I can't find it. For me, the normal maps on additive brushes are correct, the maps on subtractive brushes are inverted. In fact that's not all, it looks like it's inverted in V, but not U - as if two channels in the normal map had been exchanged(?) A screenshot won't do, you should see this in motion, it's quite groovy.
Krypt on 5/3/2005 at 23:09
Try doing the Unalign command in the surface properties window and then re-aligning the texture how you had it. We had this problem at Ion, and I believe that was how we fixed it. There are probably a bunch of inverted normals in the shipping game that you don't notice because it's usually a hard thing to notice.
Weasel on 5/3/2005 at 23:44
Quote Posted by jermi
If there is an easy fix, I can't find it. For me, the normal maps on additive brushes are correct, the maps on subtractive brushes are inverted. In fact that's not all, it looks like it's inverted in V, but not U - as if two channels in the normal map had been exchanged(?) A screenshot won't do, you should see this in motion, it's quite groovy.
You know what? I think that's how it is for me, actually. The one main texture that I was looking at probably is meant to have ridges and not grooves.
It's a ceiling texture that I've been using as floor tiles.
Quote Posted by Krypt
Try doing the Unalign command in the surface properties window and then re-aligning the texture how you had it. We had this problem at Ion, and I believe that was how we fixed it. There are probably a bunch of inverted normals in the shipping game that you don't notice because it's usually a hard thing to notice.
It's nice to know there's some kind of solution, at least. Thanks!
jermi on 6/3/2005 at 07:25
Aligning and unaligning doesn't seem to help at all, no matter which alignments I use and how many times I apply them. I've tried messing with all of the surface properties and some of the brush's rendering properties. None of which really sound like they should fix this, so it's only logical that they don't ... The normal directions relative to the texture direction seems to be the same, no matter what I do. At least it's consistent. :erg:
I think I did spot a few surfaces with inverted normals in the game, but couldn't be sure because in-game, you can't move the lights around to test it. Now it's easy with the editor.
Weasel on 6/3/2005 at 07:27
I also tried unaligning and couldn't get anything to change. I still didn't try very hard, because I've been too busy building.
SneaksieDave on 7/3/2005 at 07:23
Easy fix for the flipped normals problem (it seems to happen a lot - probably a result of twisting and turning the builder brush around too much with use) :
-Right click offending brush and do Transform->Mirror about Z (vertical).
-Reposition if necessary.
-Rebuild the BSP.
Tadaa, no more flipped normals.
jermi on 7/3/2005 at 18:31
Ha! I fail to see the logic in it, but it works. Fantasmagorical, SneaksieDave!
OrbWeaver on 12/3/2005 at 19:56
There is a better way of doing this than flipping the brush (which wrecks the geometry).
1. Click on the surface in 3D view to select it.
2. Right-click and choose Surface Properties.
3. On the Pan / Rot / Scale tab, click either "Flip V" or "Flip U"
4. Without de-selecting the surface, do a Build All.
If you are using the ION shader in 3D view, you should instantly be able to see the results.