gamecreator Posted March 18, 2012 Share Posted March 18, 2012 I have a scene (SBX) with two rock piles in it. If I move my character past the second rock, he turns dark. If I move him to either side, he turns dark. However, if I move him backwards, no matter how far back I take him, he stays light. If this was all that it was, I would figure I may be doing something wrong with the lighting. However, if I remove the far rocks, the character goes dark once he moves past the close rocks instead (not going as far). Here is the SBX: SBX_ASCII_1.0 cameraposition=0.847888529,4.58061934,-5.69059849 camerarotation=34.1999779,3.99999523,-9.82819728e-008 Model { path="light_directional.gmf" position=0.000000000,1.00000000,0.000000000 rotation=45.0000000,34.9999962,3.01372808e-007 scale=1.00000000,1.00000000,1.00000000 id=39837112 "aligntoground"="0" "castshadows"="1" "class"="Model" "collisiontype"="0" "damping"="0.000000000,0.000000000" "friction"="0.000000000,0.000000000" "gravity"="0" "intensity"="1.0000000000000000" "linearoffset"="0.310000002,0.400000006,0.699999988" "mass"="0.00000000000000000" "name"="light_directional_1" "order"="0" "range"="500.00000000000000" "resolution"="2" "shadowdistance"="6.00000000,20.0000000,100.000000" } Model { path="rocks_dark_rocky_pile.gmf" position=0.357377023,6.21382696e-008,3.51670051 rotation=0.000000000,0.000000000,0.000000000 scale=1.00000000,1.00000000,1.00000000 id=101625272 "class"="Model" "name"="pile_1" } Model { path="rocks_dark_rocky_pile.gmf" position=0.357377023,6.21382696e-008,13.51670051 rotation=0.000000000,0.000000000,0.000000000 scale=1.00000000,1.00000000,1.00000000 id=101625372 "class"="Model" "name"="pile_1" } Terrain { altitude=100.000000 resolution=1024 meterspertile=2.00000000 hiddentiles=0 texture0="terrain_forest_grass.dds" bumpmap0="terrain_forest_grassdot3.dds" texturescale0=1.00000000 texturerotation0=0.000000000 triplanarmapping0=0 layercolor0=1.00000000,1.00000000,1.00000000,1.00000000 textureblend0=1.00000000 constraints0=0.000000000,8388610.00,0.000000000,90.0000000 } I also created directional lights in my code before (which created a second shadow) but even if I took that out, the same issue remained. Any thoughts or suggestions? Edit: If I turn off SetAntialias, it results in these (while in the rocks and once past them). The character is glitchy inside the rocks but fine outside - I just realized he's glitchy inside the first set as well. Odd. Could this be a material issue? Here are the materials: texture0="abstract::viking4.dds" blend=0 depthmask=1 overlay=0 zsort=0 cullface=1 castshadows=1 specular=0.1 gloss=0.1 bumpscale=1.1 shader="abstract::mesh_skin_diffuse.vert","abstract::mesh_diffuse_bumpmap_specular.frag" shadowshader="abstract::mesh_shadow_skin.vert" texture0="abstract::helmet.dds" blend=0 depthmask=1 overlay=0 zsort=0 cullface=1 castshadows=1 specular=0.1 gloss=0.1 bumpscale=1.1 shader="abstract::mesh_skin_diffuse.vert","abstract::mesh_diffuse_bumpmap_specular.frag" shadowshader="abstract::mesh_shadow_skin.vert" Quote Link to comment Share on other sites More sharing options...
Raz Posted March 18, 2012 Share Posted March 18, 2012 Wouldn't you need a second texture for having specular and normal mapping anyway? Quote Link to comment Share on other sites More sharing options...
Canardia Posted March 18, 2012 Share Posted March 18, 2012 Yes, your character is sucking the bumpmap and specularmap from the stones. You need either to use a diffuse only shader, or add bumpmap and specular map textures to your character. Quote ■ Ryzen 9 ■ RX 6800M ■ 16GB ■ XF8 ■ Windows 11 ■ ■ Ultra ■ LE 2.5 ■ 3DWS 5.6 ■ Reaper ■ C/C++ ■ C# ■ Fortran 2008 ■ Story ■ ■ Homepage: https://canardia.com ■ Link to comment Share on other sites More sharing options...
Raz Posted March 18, 2012 Share Posted March 18, 2012 A somewhat related question... When I use the exact same shader setup for a skinned character, I can only get the specular mapping to work. If I add "bumpmap" either in the pixel or vertex shader I don't get any normal mapping and if I add it to both shaders there's only a dark diffuse texture (similar to what gamecreator describes). Here's my material file: texture0="abstract::surcoat.dds" texture1="abstract::surcoat_nrm.dds" gloss=0.1 shader="abstract::mesh_skin_diffuse.vert","abstract::mesh_diffuse_bumpmap_specular.frag" shadowshader="abstract::mesh_shadow_skin.vert","" Any clues? Quote Link to comment Share on other sites More sharing options...
gamecreator Posted March 18, 2012 Author Share Posted March 18, 2012 Thank you Metatron! I switched it to only bumpmap. Didn't know I had to pay attention to that. Quote Link to comment Share on other sites More sharing options...
Raz Posted March 18, 2012 Share Posted March 18, 2012 With what shaders did you get the bumpmapping to work then? Quote Link to comment Share on other sites More sharing options...
gamecreator Posted March 19, 2012 Author Share Posted March 19, 2012 Sorry, I meant diffuse only. shader="abstract::mesh_skin_diffuse.vert","abstract::mesh_diffuse.frag" Quote Link to comment Share on other sites More sharing options...
Canardia Posted March 19, 2012 Share Posted March 19, 2012 Since you have the normal map in your mat file also, you could use mesh_diffuse_bumpmap.frag. Quote ■ Ryzen 9 ■ RX 6800M ■ 16GB ■ XF8 ■ Windows 11 ■ ■ Ultra ■ LE 2.5 ■ 3DWS 5.6 ■ Reaper ■ C/C++ ■ C# ■ Fortran 2008 ■ Story ■ ■ Homepage: https://canardia.com ■ Link to comment Share on other sites More sharing options...
Pixel Perfect Posted March 19, 2012 Share Posted March 19, 2012 @Raz. That should work ok so long as you have the specular embedded in the alpha channel of your normal map. Otherwise drop the specular on the frag shader as Metatron is suggesting above Quote Intel Core i5 2.66 GHz, Asus P7P55D, 8Gb DDR3 RAM, GTX460 1Gb DDR5, Windows 7 (x64), LE Editor, GMax, 3DWS, UU3D Pro, Texture Maker Pro, Shader Map Pro. Development language: C/C++ Link to comment Share on other sites More sharing options...
Raz Posted March 19, 2012 Share Posted March 19, 2012 I do and it doesn't work okay If I drop the specular in the pixel shader only the diffuse map works. Did anyone ever have an animated character working with both specular and normal mapping? Quote Link to comment Share on other sites More sharing options...
Marleys Ghost Posted March 19, 2012 Share Posted March 19, 2012 Did anyone ever have an animated character working with both specular and normal mapping? yes, I nearly always use Diffuse,Normal and Specular http://www.leadwerks...er-test-hd-r118 http://www.leadwerks...ol-rig-test-r94 http://www.leadwerks...-more-tests-r53 Quote AMD Bulldozer FX-4 Quad Core 4100 Black Edition 2 x 4GB DDR3 1333Mhz Memory Gigabyte GeForce GTX 550 Ti OC 1024MB GDDR5 Windows 7 Home 64 bit BlitzMax 1.50 • Lua 5.1 • MaxGUI 1.41 • UU3D Pro • MessiahStudio Pro • Silo Pro 3D Coat • ShaderMap Pro • Hexagon 2 • Photoshop, Gimp & Paint.NET LE 2.5/3.4 • Skyline • UE4 • CE3 SDK • Unity 5 • Esenthel Engine 2.0 Marleys Ghost's YouTube Channel • Marleys Ghost's Blog "I used to be alive like you .... then I took an arrow to the head" Link to comment Share on other sites More sharing options...
Raz Posted March 19, 2012 Share Posted March 19, 2012 I see. I tested my material on the standard LE hands and it does work just fine, so the model is apparently the problem here... Getting art assets into the game is just so difficult with Leadwerks... Thanks for your help so far, but I really don't have a clue what could cause that sort of problem with the model. Does anybody have an idea? Quote Link to comment Share on other sites More sharing options...
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