Normal mapping

Post any Bug Reports here
Post Reply
Danimita92
Posts: 335
Joined: Sat Feb 09, 2008 5:47 pm
Location: Lanzarote/Canary Islands/Spain

Normal mapping

Post by Danimita92 » Tue May 12, 2009 5:07 pm

Hi everybody, I'm here to ask a question for Zidane, who's English isn't that good.
The problem is when actors have their BN0 and BNB, which work fine, except they only work properly depending on where the camera's looking, because most of the time the faces are either black.

Is this a bug or is it fixable?

Thanks for reading!

User avatar
bernie
RF Moderator
Posts: 1249
Joined: Tue Nov 15, 2005 10:07 am
Location: Ireland

Re: Normal mapping

Post by bernie » Tue May 12, 2009 6:14 pm

Bumpmapping for actors is buggy and doesn't really work all that well. What you are seeing is pretty normal for a bumpmapped model. The bumpmapping seems to respond to one light entity only and that is the one nearest to the actor I think. I gave up on using bumpmapping for actors a long time ago as I could never get it to work properly.

Danimita92
Posts: 335
Joined: Sat Feb 09, 2008 5:47 pm
Location: Lanzarote/Canary Islands/Spain

Re: Normal mapping

Post by Danimita92 » Tue May 12, 2009 6:46 pm

It's a shame. Oh, well. The one on the brushes DID work until the latest version. It'd be cool to see it fixed in the next version, come when it may

User avatar
paradoxnj
RF2 Dev Team
Posts: 1328
Joined: Wed Mar 01, 2006 7:37 pm
Location: Brick, NJ
Contact:

Re: Normal mapping

Post by paradoxnj » Tue May 12, 2009 7:08 pm

I would consider this a bug. Normal mapping (DOT3 bump mapping) requires a light direction to calculate the tangent space matrix that is required for the effect. Apparently this only works with the static lights of the actor. If you are familiar with C code, have a look at the gePuppet_SetVertexColorDot3.
Many Bothans died to bring you this signature....

Post Reply