3rd Party Models/Media Chat / Normal map not working

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SOLO DESIGN
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Posted: 30th Nov 2018 10:18
Hi,
Sorry to be a pain but normal mapping is not working, I have textures _D,_N_S and using entity.basic.fx in the FPE but nothing.....

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GraPhiX
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Posted: 30th Nov 2018 12:55
hi Solo Design, can you post a pic of your normal map?
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SOLO DESIGN
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Posted: 30th Nov 2018 13:01
Hi GraphiX,

See below

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GraPhiX
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Posted: 30th Nov 2018 13:19 Edited at: 30th Nov 2018 13:23
thank you are all your textures 1024x2048 ? I see that you have also used seg autowelder to import it, do you have others that have worked with that type of texture resolution I have always thought textures had to be at a power of 2 1024x1024 2048x2048

I assume it is from an old fpsc pack I will have a look see if I have it

I am also moving this thread to Models and Media
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SOLO DESIGN
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Posted: 30th Nov 2018 13:26
Hi GraphiX,

Some are 1024X2048 the Diffuse texture is the same size for this wall and that shows fine in the editor.....
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GraPhiX
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Posted: 30th Nov 2018 13:32
Can you zip it up and send it me via we transfer to kevan@hampsons.org.uk https://wetransfer.com
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Posted: 30th Nov 2018 13:54 Edited at: 30th Nov 2018 13:55
@SOLO DESIGN try the attached FPE, delete the .dbo file in the asset folder before opening GG.

was the level lightmapped ? btw try this on a fresh map please
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SOLO DESIGN
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Posted: 30th Nov 2018 14:03
Hi GraphiX,

Just sent you the zip file for the wall - tried your FPE but still the same outcome..... flat wall
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GraPhiX
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Posted: 30th Nov 2018 14:05
ok no problem will check it out for you
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Pirate Myke
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Posted: 30th Nov 2018 14:21 Edited at: 30th Nov 2018 14:22
I made a color map from your normal map and applied it to a wall plane.

Using the FPE supplied by Graphix, here are my results.





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SOLO DESIGN
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Posted: 30th Nov 2018 14:25
Hi Pirate Myke,

Well I tried his FPE and still get a flat wall, really not sure what is happening....
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Pirate Myke
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Posted: 30th Nov 2018 14:28
We are waiting for the files to get to Graphix.
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SOLO DESIGN
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Posted: 30th Nov 2018 14:34
OK, thanks I sent it via WETRANSFER, I am just putting the model in vanilla GG (as in starting GG and selecting the model) using most up to date version also 2018.11.26 version
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Pirate Myke
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Posted: 30th Nov 2018 14:36
Thank you.
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GraPhiX
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Posted: 30th Nov 2018 14:41
@SOLO DESIGN sent you a PM I think your transfer has not worked
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SOLO DESIGN
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Posted: 30th Nov 2018 14:44
Hi I have just sent again....
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Pirate Myke
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Posted: 30th Nov 2018 15:25 Edited at: 30th Nov 2018 15:28
I am getting this.






Honestly I am thinking that the bottom stones look so great, it is taking away the normal perspective from it.

What I would do is pop some of the mesh out in spots. It is at 370 polys right now, even keeping it under 500, could make this mesh really look good, even for DNSI.
The bottom stones look Great.
The walls are just normal map trickery.

Graphix will post his results and solution.
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GraPhiX
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Posted: 30th Nov 2018 15:28 Edited at: 30th Nov 2018 15:29
I am getting this with the FPE I sent you I also added cullmode = 1 I think Myke has the right idea, pop some stones on the walls to give it more definition.

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SOLO DESIGN
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Posted: 30th Nov 2018 15:32
Pirate Myke are you saying your getting flat walls too then?

See attached what I get, I like your idea though

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Pirate Myke
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Posted: 30th Nov 2018 15:37
Not at all. What I see is that the real geometry of the floor base stones are casting real shadows, while the normal map is just an illusion of shadows.

The contrast is so great between them that the wall looks flat compared to the floor stones.

Real geometry verses a flat wall.

GG will apply AO to the real geometry casting a better shadow.
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Pirate Myke
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Posted: 30th Nov 2018 15:38
But the cull mode setting helps a lot if you do not model.
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SOLO DESIGN
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Posted: 30th Nov 2018 15:41
Hi GraPhix, I was hoping a harsh normal map would do that, but I see what you mean. GG normal mapping is a little subtle I think

Thanks anyway, at least I know it is not anything I am doing wrong
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Belidos
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Posted: 30th Nov 2018 15:43
Im on a phone at the moment, but what you are gettng looks fine to me for DNSI.

Remember with DNSI you're relying on the normal map for bump and normal maps dont really change the bump, they use light and shadow to outline detail so unless you exagurate the normals it will only be subtle, for real bump you need to move onto height mapping which gameguru doesn't officilly do.

Also, make sure your entity setting in the tab tab menu is set to highest to see the full effect of the normal map, the lower the setting the less the normal influences the model.

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GraPhiX
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Posted: 30th Nov 2018 16:33 Edited at: 30th Nov 2018 16:33
I have created a new Normal map and exaggerated it as much as I could without it looking silly, I did this by creating a PBR version of the wall which allowed me to make an AO map. I think this is the best you are going to get (well what I am capable of)

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SOLO DESIGN
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Posted: 30th Nov 2018 16:57
Hi GraPhix,

Ah now that looks a little better, I am also trying to pull out bricks to get the look also and will compare them both, many thanks for all your help on this
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Pirate Myke
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Posted: 30th Nov 2018 17:16


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SOLO DESIGN
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Posted: 30th Nov 2018 21:20
Not a bad test see attached

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GraPhiX
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Posted: 30th Nov 2018 22:06
looking great glad your sorted
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Pirate Myke
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Posted: 30th Nov 2018 23:54
Great Job.
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