ambient of normal mapping
Posted: Sat Nov 26, 2005 1:54 am
I was exporting an actor with normal mapping,and
by mistake i forgot to name the base "diffuse" material with the prefix BN0_ before exporting.
I added the extra material with the normal map in actorstudio,and
the actor showed up without the one light bug,and receieved lightning from all lights-although everething in it looked purple.
In the pic there are three static entities:
The red ones are with the correst prefixed materials.
The purple one is with the wrong named material,
and the ambientlightfromfloor = true shows almost normaly.
The red devils are correctly exported and have a default light from the west,unless the player lights a flashlight and approaches them close.
WXb1-can we ged rid of the purple fill colors-or is it a matter of updating to direct-x 9?
by mistake i forgot to name the base "diffuse" material with the prefix BN0_ before exporting.
I added the extra material with the normal map in actorstudio,and
the actor showed up without the one light bug,and receieved lightning from all lights-although everething in it looked purple.
In the pic there are three static entities:
The red ones are with the correst prefixed materials.
The purple one is with the wrong named material,
and the ambientlightfromfloor = true shows almost normaly.
The red devils are correctly exported and have a default light from the west,unless the player lights a flashlight and approaches them close.
WXb1-can we ged rid of the purple fill colors-or is it a matter of updating to direct-x 9?