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		| Alex Ros   Senior Member
 
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			|  For Some Local Questions 
 
				I have a quite nice set of maps (diffuse, normal, specular and height). Everything is made properly, no cheating with autogenerated maps, so everything's really looks and works fine, at least as a... hmm... pictures, I have not checked it ingame. And just a single crazy question is bothering me. I just thought, could I use a Height Map as a Normal Map B Channel, which is responsible for Z vector, with inverted colors? I presume that's a bad idea as long as... well, as long as that's nonsense. But, maybe, I am wrong and such a trick may lead to some interesting results. I do not know. And, please, don't get me wrong, I am not a lazy son of a bitch. I am asking, not just checking by myself, only because I am waiting for a release of HPL Editor Updated to normally work. So here are some pictures... 
Normal map...
http://i.imgur.com/q7G5Z45.jpg 
Normal map B channel...
http://i.imgur.com/yAdimJE.jpg 
Height map...
http://i.imgur.com/DHUSuun.jpg 
Height map with inverted colors, presumably, for usage as Normal map B channel...
http://i.imgur.com/GTZyB9o.jpg 
Thanks in advance!
			
				
(This post was last modified: 10-17-2013, 03:34 PM by Alex Ros.)
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	| 10-12-2013, 08:49 PM |  |  
	
		| Traggey   is mildly amused
 
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			| RE: Height Map as a Normal Map B Channel 
 
				You could, but it doesn't quite work that way, won't give you perfect results, and at worst would screw up your entire map. I'd advice against doing this.
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	| 10-12-2013, 09:06 PM |  |  
	
		| Alex Ros   Senior Member
 
 Posts: 447
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			| RE: For Questions 
 
				What is the cause of the problem, when dynamic objects-items are sometimes "drowning" in walls-floors-ceiling? And I am talking about original non custom dynamic objects-items like, for example, wooden box with normal collision shape. It could happen, "drowning" of the dynamic objects-items, both with statics and with entities. And it's not something unrepeatable, occasional, if you noticed that somewhere that "drowning" problem would be there forever. So I believe there is something certain that causing that.
 Thanks in advance!
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	| 10-17-2013, 03:33 PM |  |  
	
		| Alex Ros   Senior Member
 
 Posts: 447
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			| RE: For Some Local Questions 
 
				"Is there anybody out there?" No one knows what is causing the problem with "drowning" of dynamic objects-items thrown, for example, at the wall?
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	| 10-20-2013, 12:46 AM |  |  
	
		| The chaser   Posting Freak
 
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			| RE: For Some Local Questions 
 
				 (10-20-2013, 12:46 AM)Alex Ros Wrote:  "Is there anybody out there?" No one knows what is causing the problem with "drowning" of dynamic objects-items thrown, for example, at the wall? 
If I knew I had already told you, but I'm not really into a complicated making of normal/height map, so...
 
Unless someone who is better than me at this comes, you are alone by the moment, I'm sorry    
                               THE OTHERWORLD (WIP) ![[Image: k6vbdhu]](http://tinyurl.com/k6vbdhu)  
Aculy iz dolan. |  |  
	| 10-20-2013, 07:22 AM |  |  
	
		| Acies   Posting Freak
 
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			| RE: For Some Local Questions 
 
				Drowning? I'm not entirely sure of what you are speaking about. There is something odd about height maps for Amnesia - they tend to warp the texture (if that is what you mean when speaking about 'drowning').
 Otherwise, if it's not related to textures, but rather in-game physics; could you describe the issue more clearly? And share what type of object/wall causes this issue?
 
  ![[Image: mZiYnxe.png]](http://i.imgur.com/mZiYnxe.png)  ジ
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	| 10-20-2013, 11:18 PM |  |  |