SneaksieDave on 12/3/2005 at 20:19
Quote Posted by OrbWeaver
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.
That will flip the texture, but not fix the flipped normals problem. Or at least, it doesn't for me (it was the first thing I tried originally).
OrbWeaver on 12/3/2005 at 20:25
Quote Posted by SneaksieDave
That will flip the texture, but not fix the flipped normals problem. Or at least, it doesn't for me (it was the first thing I tried originally).
Strange - it's worked perfectly for me, on every texture I tried it on. Are you definitely doing a Build All after flipping it? I don't think you can see any changes until you do this.
SneaksieDave on 12/3/2005 at 20:41
Yep. Are you definitely seeing the flipped normals effect? Basically, shadows and lit portions of the texture are reversed. No amount of texture manipulation I tried worked. Then, I found that I could transform my existing room to the builder brush, and mirror the builder brush about Z, and then remake it, which fixed the problem every time without fail. I then found that even simpler, I could simply mirror the existing room brush about Z and reposition it - voila, normals are flipped and fixed. If I remember back from old Unreal 1 editing days (and I very well might not), the builder brush gets out of whack after too many rotations, flips, twists, etc. So it makes sense that its "orientation" in the editor world might get inverted through a software defect. Based on that assumption, I tried this method and it worked.
Edit: In further response to what you're asking - the action of flipping U or V should only flip the texture - the normal map should continue working correctly. If that was not the case, anytime someone flipped a texture in their design, light and shadow would appear inverted. That would definitely be a problem.
OrbWeaver on 12/3/2005 at 21:08
I agree that it appears somewhat broken for the flipping of U and V to affect normals, but it certainly seems to in my tests. On the other hand, flipping a texture is basically turning it upside down, so perhaps it is unsurprising.
I have got some example images but I can't figure out how to post them in the forum.
Stardog on 12/3/2005 at 21:14
Quote Posted by OrbWeaver
I agree that it appears somewhat broken for the flipping of U and V to affect normals, but it certainly seems to in my tests. On the other hand, flipping a texture is basically turning it upside down, so perhaps it is unsurprising.
I have got some example images but I can't figure out how to post them in the forum.
(
http://imageshack.us) - totally free, no registration.
SneaksieDave on 12/3/2005 at 22:00
Yep, the photos show it. Intriguing. We might have more than one variation of the bug.
Okay, people have two possible fixes to try, then. :)
OrbWeaver on 13/3/2005 at 11:43
Do you want to post an .UNR file somewhere, and I will see if I can flip the normals for you (or at least shed some light on the problem)?