Mandrake on 15/3/2005 at 22:01
Has anyone else noticed reversed normal maps on some textures ?
The map I'd been playing around with has the texture GENwallC_D as the floor, and when a light source falls to the ground, its clear that the wrong side of the brick ridges is highlighted. :weird:
The map in question is (
http://homepages.igrin.co.nz/simon/games/tds/physics-test.unr) here.
Try pushing over one of the lamp posts to see the surfaces of the bricks highlighting on the wrong side relative to the lamp....
Am I wrong to try applying what sounds like it might be a wall texture to the floor ? Or should the normal maps work with any surface orientation ? If so is there any way to fix it for a given texture ?
How many textures could have this problem ?
toolman on 15/3/2005 at 22:13
[wiki]FlippedNormals[/wiki]
;)
Mandrake on 15/3/2005 at 22:32
Ok, flipping it horizontally worked, thanks :thumb:
So what if you need a texture facing a certain way but the normals are wrong ? For a generic texture like stone it doesn't matter, but if it was something with writing or a design on it, and the normal maps were reversed, it wouldn't be possible to fix it without turning it into a mirror image as well ? (or fixing the texture in the original app that created the texture...)
OrbWeaver on 15/3/2005 at 22:34
In many cases a Rotate 180 will achieve the same effect.
This won't work with writing, obviously. SneaksieDave suggested an alternative solution of inverting the brush and rebuilding, but I have not done much investigation of this.
However, I don't actually remember any situations in the game where there was a writing texture with a normal map. Presumably if you created such a texture yourself, you could flip the normal map in the original application.
SneaksieDave on 16/3/2005 at 01:29
For completeness, I've wiki'd the brush inversion as an alternate method.