#Custom wood walls

58 messages ยท Page 1 of 1 (latest)

ancient valley
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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 ๐Ÿ˜ฆ Can someone help me fix the models, or make new ones? (I'm using the urban->reception desk texture)
Thank you! ๐Ÿ™‚

north cipher
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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

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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.

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If you haven't already of course

ancient valley
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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 sweaty_simon

north cipher
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Is there a normal map assigned to the material

ancient valley
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No I didn't make a normal map for it yet

north cipher
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Can you open the model in the model viewer and take a screenshot of the entire window for me

ancient valley
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In the model viewer or model editor?

north cipher
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Viewer

ancient valley
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(I have to turn off my computer so I hope it's enough information ๐Ÿ˜… )

north cipher
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Yeah it is, I think I know what the issue is

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You can DM me the model if you want and I can fix it when I get on my PC

onyx elbow
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I assume the normals for the model are pointing in the opposite direction of the texture

north cipher
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I've ran into this issue before. Fix could be as simple as creating hard edges for the wall itself.

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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.

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Fairly certain it's an issue with smooth shading as we see a visible border where I presume the two wall triangles meet.

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Other engines would likely handle this fine. But HPL has a bad time.

ancient valley
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Sorry for the late answer, I couldn't get back to my computer yesterday! ๐Ÿ˜…
Scaling the object at -1 automatically scale it at 0.001 ๐Ÿ˜ฆ

north cipher
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In HPL 2 it just inverts the entire mesh.

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At any rate, it's not normal inversion anyways.

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So it wouldn't have fixed it

north cipher
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Two left walls are the ones I "fixed", two right are the originals.

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Left picture is without falloff just to debug it.

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Shading looks pretty consitent for both. Slight UV differences as I cleaned the original mesh, though.

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It does not affect the tiling.

north cipher
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The only thing I did with your original mesh is delete the cached .msh file and loaded it in my model viewer.

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It's possible I am missing something

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If not, though, I can send the .msh caches I generated and you can see if it fixes it on your end.

ancient valley
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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 ๐Ÿ˜ฆ

north cipher
ancient valley
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I've managed to fix the rotation but still have the light problem ๐Ÿ˜ฆ

ancient valley
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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 ๐Ÿ˜ฆ

north cipher
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I'm taking a shower and then I'll be on my PC

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I'll send over what I've found out

north cipher
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Just wrapping up, then I'll send the hopefully fixed models as well as an explanation video.

ancient valley
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Thank you for the useful explanations! ๐Ÿ˜„
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 ๐Ÿค” Can I send you the new .mat with the dds files?

north cipher
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Well what's rather strange is I never modified your original material.

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Is it possible you have a duplicate material somewhere

ancient valley
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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 sweaty_simon๐Ÿ˜…

north cipher
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Ohhh

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My bad

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Yeah go for it

ancient valley
ancient valley
north cipher
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It's fixed.

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All you need to do is invert the green channel and export with BC2nm / DXT5nm compression.

ancient valley