Hi! I've made these custom wood walls, but when I open them in the model editor, they are upside-down, and when I rotate them in the level editor, lights don't affect them correctly ๐ฆ Can someone help me fix the models, or make new ones? (I'm using the urban->reception desk texture)
Thank you! ๐
#Custom wood walls
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If someone hasn't fixed it by the time I get to it, I'll look and see. Should be on my PC in a bit
One thing I'd recommend trying is to create a duplicate material of the reception desk and disable/remove the normal map texture from it.
If you haven't already of course
No I haven't, I made another image texture to use only the wood part ^^ I barely know how to use Blender so I don't know how to select only a part of an image to texture an object 
Is there a normal map assigned to the material
No I didn't make a normal map for it yet
Can you open the model in the model viewer and take a screenshot of the entire window for me
In the model viewer or model editor?
Viewer
Yeah it is, I think I know what the issue is
You can DM me the model if you want and I can fix it when I get on my PC
I assume the normals for the model are pointing in the opposite direction of the texture
It has to deal with the mesh normals, but not necessarily that they're inverted or facing the wrong way. Rather it could be that they have smooth shading applied when it should be flat. I'd have to look at the model to confirm though.
I've ran into this issue before. Fix could be as simple as creating hard edges for the wall itself.
You can test if normals are inverted by scaling the object by -1 on each axis in the model editor or level editor. If it corrects the issues, it's normal inversion.
Fairly certain it's an issue with smooth shading as we see a visible border where I presume the two wall triangles meet.
Other engines would likely handle this fine. But HPL has a bad time.
Sorry for the late answer, I couldn't get back to my computer yesterday! ๐
Scaling the object at -1 automatically scale it at 0.001 ๐ฆ
Lol, guess they made it so you can't do that in HPL 3.
In HPL 2 it just inverts the entire mesh.
At any rate, it's not normal inversion anyways.
So it wouldn't have fixed it
I'm having a rather hard time replicating this shading issue.
Two left walls are the ones I "fixed", two right are the originals.
Left picture is without falloff just to debug it.
Shading looks pretty consitent for both. Slight UV differences as I cleaned the original mesh, though.
It does not affect the tiling.
The only thing I did with your original mesh is delete the cached .msh file and loaded it in my model viewer.
It's possible I am missing something
If not, though, I can send the .msh caches I generated and you can see if it fixes it on your end.
It doesn't fix the issue, I'd like to have your .msh caches ^^ The other thing bothering me is the rotation, idk why it is upside down ๐ฆ
I'll make a video of my process when I get in my PC next.
I've managed to fix the rotation but still have the light problem ๐ฆ
I regenerated the .msh, saved the textures with mipmaps, verified the game files in case the shaders were bugging in the level editor, but it's still cutting the light ๐ฆ
Just wrapping up, then I'll send the hopefully fixed models as well as an explanation video.
Thank you for the useful explanations! ๐
However I still had the same issue with the lights with your models, and by playing with the material editor, I noticed it was because of the normal map I added to the .mat, I don't understand why it is cutting the lights like this ๐ค Can I send you the new .mat with the dds files?
Well what's rather strange is I never modified your original material.
Is it possible you have a duplicate material somewhere
No I mean, after I send you the original files, I added a normal map and specular map on my side ^^ And that's why it was bugging for me but not for you
๐
Thank you again for your help ^^
Here is when I deactivate the normal map in the material file
It's fixed.
All you need to do is invert the green channel and export with BC2nm / DXT5nm compression.
Thank you so much! ๐