Product Chat / Visual changes with version 1.11 - another one...

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Mariokiki
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Posted: 12th Dec 2015 18:13
Hi,

Another visual change I saw on some models since the version 1.11

The textures appears cut on some models only in game test mode (see pictures texture01 and texture02)

Under the editor, this FX doesn't appears (see picture texture03)

I have not changed any visual settings and I didn't have these effects before with the version 1.1

This doesn't look like a bug but but rather to a visual adjustment...

Thanks !

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Pirate Myke
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Posted: 12th Dec 2015 18:32
Yes, over the next few months there will be a lot of visual changes as we get ready for DX11 integration.
Some will be controllable, others may not.

The programmers will see this post and check it out. they will be able to inform us as to what we can do.
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Mariokiki
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Posted: 12th Dec 2015 18:49
I am patient ... and that's not a blocking problem any way ...

Thanks Pirate Myke for your support... on both messages ...



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Mariokiki
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Posted: 12th Dec 2015 18:52
Just to know... I tested my model without specular texture.
It fixes the visual issue, but there is no spécular FX anymore on the model..

Should be a clue for the programmers...
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Pirate Myke
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Posted: 12th Dec 2015 18:57
Is the texture size different between them? Could you post a screen of the diffuse and the specular please.
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Mariokiki
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Posted: 12th Dec 2015 23:05
No, the textures are all the same size ...

I don't think I could put the textures attached because each are DDS format and 2Mb each...

Anyway, I sent a screenshot...


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Pirate Myke
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Posted: 12th Dec 2015 23:58
ok, can you email me the x file and the textures to the email below in the button. I will take a look and see if I can see anything.

This will be non light mapped right?
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Mariokiki
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Posted: 13th Dec 2015 00:13
Confirmed non light mapped !

I'll send you ASAP, because I go to bed right now ! (01:15 AM) and I've to rework a little bit it...


Thanks for your help !
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Pirate Myke
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Posted: 13th Dec 2015 01:07
No problem. Tomorrow's another day.
Good night.
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Mariokiki
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Posted: 13th Dec 2015 23:27
Hi Pirate Myke,

Before I send you the files, I remade a test tonight with only the "body" of the model first.

Take a look at the screen below :
In the importer, there is no texture problem, even in the level editor.

The visual "glitch" is visible only in game and only if the model use the "Normal" and "Specular" textures...

I noticed a clear zone on the "Normal" texture on the edge of the wall and it looks like the "fitting" is not correct.

It's amazing because with the "Diffuse" texture, the left and right edges of the wall texture matches correctly...

For info, I used "Crazybump" to create the N and S textures...

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Pirate Myke
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Posted: 14th Dec 2015 00:09
Can I see a wire frame view of the model please?
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Mariokiki
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Posted: 14th Dec 2015 00:55
Here we go...

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Mariokiki
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Posted: 14th Dec 2015 01:00
I sent you the files few minutes ago...

Thanks !
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Pirate Myke
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Posted: 14th Dec 2015 03:03
Thank you. Reply sent.
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LeeBamber
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Posted: 14th Dec 2015 11:04
If you dial the Global Specular slider down to zero in test game and it still happens, then it's your normal map not being seamlessly looping. It is always a good technique to ensure your normal maps duplicate the surface vector on polygon edges so you don't get seams. The reason is that normal map vectors can be interpolated between pixels of the same texture, but when you cross to a new polygon, it has no information for the interpolation so you get a slight light calc error when generating the final lighting value from the normal map. For example if you make sure that your normal map was completely flat (90 degrees vector from surface plane) then the seam would disappear. For Specular map, keeping the specular value the same for every pixel in the texture would also eliminate the possibility of a seam if it turns out to be the Specular that's causing the effect.
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lordjulian
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Posted: 14th Dec 2015 12:01
Most annoying visual change is invisible water in standalone. Second most annoying: headless and inactive characters.
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Mariokiki
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Posted: 14th Dec 2015 13:48
Thanks Lee for your explanations !

I already had doubts about it.

I know how to eliminate this effect by texturing my object differently, I mean I'll change the texture by duplicating twice the portion of the texture I have to apply... Sorry if I'm not clear enough.

As soon as possible I'll sent new screenshot of it... if this tip can may serve to other people...

Many thanks !!!
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Pirate Myke
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Posted: 14th Dec 2015 13:54
Mariokiki: Did you receive the email with the new normal and spec textures? And did that work for you also?
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Mariokiki
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Posted: 14th Dec 2015 23:52
Yes !

As I replied to you by Email, I will rework my model as well...

THANKS !
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