Rastar Posted February 17, 2014 Share Posted February 17, 2014 What exactly does it do? I've noted an alpha channel is available if this is checked (which isn't really needed for a normal map)? Is Leadwerks using an uncompressed 32bit format when checked, or what is its meaning? Quote Link to comment Share on other sites More sharing options...
shadmar Posted February 17, 2014 Share Posted February 17, 2014 I think you can adjust height if this is checked and height is then saved to the tex. Quote HP Omen - 16GB - i7 - Nvidia GTX 1060 6GB Link to comment Share on other sites More sharing options...
Rastar Posted February 17, 2014 Author Share Posted February 17, 2014 Thanks for the info. You mean the "bumpiness slider", right? True, that only becomes active when the Normal Map flag is set. You mean "height" as in "height map"? Is this then saved to the alpha channel (and that is the reason that appears on the Information tab)? Quote Link to comment Share on other sites More sharing options...
SlipperyBrick Posted February 17, 2014 Share Posted February 17, 2014 My normal maps don't seem to work. I can't really notice them when I'm running my game. I did see that you can generate a normal map just like a material although I do already have normal maps and whenever I load them in the material editor and then run my game they don't seem to show up in - game. Quote Link to comment Share on other sites More sharing options...
shadmar Posted February 17, 2014 Share Posted February 17, 2014 Yes I meant bumpiness slider. But I'm not on solid ground here. Quote HP Omen - 16GB - i7 - Nvidia GTX 1060 6GB Link to comment Share on other sites More sharing options...
Rastar Posted February 17, 2014 Author Share Posted February 17, 2014 @ScrotieFlapWack: Probably a silly question, but just to be sure...: You are using them with a corresponding shader, right (e.g. diffuse+normal.shader)? If yes: How did you generate them? You should see a visual difference already in the material editor (might have to hit "Save" for this). Quote Link to comment Share on other sites More sharing options...
Admin Posted February 17, 2014 Share Posted February 17, 2014 It converts the RGB color into a vector and normalizes it, to reduce errors. The bumpiness value can be used to add weight to the xy axes. Quote Link to comment Share on other sites More sharing options...
Rastar Posted February 17, 2014 Author Share Posted February 17, 2014 Ah, OK, thanks for the explanation. And how come the information tab switches from RGB to RGBA if I check that box? Quote Link to comment Share on other sites More sharing options...
Admin Posted February 17, 2014 Share Posted February 17, 2014 It runs the image data through a filter that doesn't pay attention to the whether the original image had an alpha channel. It doesn't really matter, since both get stored as RGBA in VRAM anyway. Quote Link to comment Share on other sites More sharing options...
SlipperyBrick Posted February 17, 2014 Share Posted February 17, 2014 @Rastar. Sorry dude but I am totally new at this and learning as I go along I don't quite understand what you mean when you say, I am using a corresponding shader. Sorry man Quote Link to comment Share on other sites More sharing options...
SlipperyBrick Posted February 17, 2014 Share Posted February 17, 2014 Oh sorry haha I just read back through your post lol. Well I make my textures through Substance Designer 4 so if that helps. I have my 3 usual outputs when making a texture which would be the diffuse and normal etc all I gotta do is making sure my connections in Substance Designer are going through and to the correct nodes. When I have finished my texture Substance Designer will save them as the correct individual files then. Quote Link to comment Share on other sites More sharing options...
Rastar Posted February 17, 2014 Author Share Posted February 17, 2014 In your project, there is a folder "Shaders/Model". There is a simple Shader called "diffuse.shader" which only uses a diffuse map. In your case, with three outputs, you would probably use "diffuse+normal+specular.shader". I just wanted to make sure you're using one of those (open your material in the editor and have a look at the "Shaders" tab). 1 Quote Link to comment Share on other sites More sharing options...
SlipperyBrick Posted February 18, 2014 Share Posted February 18, 2014 @Rastar. I feel abit embarrassed right now (but I have learnt something new). After going into my materials and checking the 'Shaders' tab I did find that I was only using the diffuse shader Rastar man thank you so much, you have taught me something new, my textures are looking fantastic now and normal maps are showing up! I <3 Leadwerks 1 Quote Link to comment Share on other sites More sharing options...
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