Sorry to ask a question here about another product, but the T.Ed forums are severely lacking :(
Has anyone figured out how to use a Normal-Dot3 map with T.Ed either within the app or after the .b3d export?
when I try to assign it via code, it just makes my mesh have a purple "haze" to it.
This would have been more appropriate for the Content Creation Tools forum
dooh! sorry, mods can u move this plz ?
You need to make sure you set the texture blend mode, in blitz, to dot3 mind.
@ Ross C
I am doing this
<<<<<<<<<<<<
terr=LoadMesh( "mymap.b3d")
EntityFX terr,2
EntityType terr,2
normal=LoadTexture("tile_normal.bmp")
ScaleTexture normal,.02,.02
EntityBlend terr,1
TextureBlend normal,4
EntityTexture terr,normal,0,0
<<<<<<<<<<<<<
am I doing something wrong? I see all the textures assigned to the map via TED, and just a purple haze from my normal map.
the normal map is taking place of the "base layer" texture from the TEd export.
Doesn't a normal map need to be blended down onto something? I'm sure it does. Try putting it on the 1 layer -
EntityTexture terr,normal,0,1
I think this is because, by itself, the normal map is nothing. It works by blending with a texture below to lighten or darken the pixels/texels. Much like a lightmap does.
ok, I did that and it turned all my greens and brown to gray...but it is doing the "bump" looking thing.
Any idea how I make it NOT affect the colors of the other textures?
and thx for your input :)
If your using a tangent normal map then you'll need to do the following:
EntityColor terr,128,128,255
Because the blue color represents the z vector of the light direction.
Can you show a screen shot, possibly of the textures your using and the order your using them?