Secondary Normal mapping default light

Post your Feature Requests here...
Veleran
Posts: 898
Joined: Mon Aug 22, 2005 10:22 am
Location: Greece

Post by Veleran »

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
Contact:

Post by hike1 »

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: 898
Joined: Mon Aug 22, 2005 10:22 am
Location: Greece

Post by Veleran »

I will try melody,because the procedure i used for making the normal maps with modeling quad patches creates seams.
Veleran
Posts: 898
Joined: Mon Aug 22, 2005 10:22 am
Location: Greece

Post by Veleran »

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.
Post Reply