Secondary Normal mapping default light

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Veleran
Posts: 891
Joined: Mon Aug 22, 2005 10:22 am
Location: Greece

Post by Veleran » Tue Dec 06, 2005 2:16 am

I replaced the lights with spotlights of arc 360 degrees,and they were the same with the standard lights.
Anyway-for the moment i wont use normal mapping-
the pawns flicker dark and bright as they they approach varius lights(they have no fallof as you have said) .

hike1
RF FAQ-Keeper
Posts: 607
Joined: Tue Jul 05, 2005 4:19 am
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Post by hike1 » Tue Dec 06, 2005 2:33 am

Have you tried the normal map plugin by Nvidia for
Paint shop pro? There's also one for Gimp, a tut on my page
somewhere
http://terrymorgan.net/download.htm demo071 or 72.

Veleran
Posts: 891
Joined: Mon Aug 22, 2005 10:22 am
Location: Greece

Post by Veleran » Fri Dec 09, 2005 8:03 am

I will try melody,because the procedure i used for making the normal maps with modeling quad patches creates seams.

Veleran
Posts: 891
Joined: Mon Aug 22, 2005 10:22 am
Location: Greece

Post by Veleran » Fri Dec 23, 2005 1:40 pm

Painting heightmaps is easier for me.

The normal mapped actors must reveive light from all nearby lights,with color and falloff.
The default lightning could then be removed.

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