zilp, on Jan 25 2010, 08:59 AM, said:
Ofcourse I could make the model a bit more dark, but still I would not achieve as much contrast as I want..
I did remake the UV maps (and most of the model) for this one, so this does not have shared UV:s. I tested it in Blenders "game engine" viewport rendering and they worked.
I think I'm having those seams because the X-axis is mirrored in Blenders normal map system. I'll try to get that Gimp Normalmap-plugin working to fix it.
It shouldn't be controled on a per object basis the problem here is that we don't have a way of controlling the ambient light in the maphack yet. I have been making my own eduke32 build with the sector schading hardcoded to a pretty dark value when working with the light hacks.
As far as the normals direction goees I think it is the way 3dsmax has them, r = x, g = -y, z = b so my guess is you might have to invert the green channel. As Tea Monster says xNormal is great for generating the normals.

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