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Lighting & Custom Content
Tesseract Offline
Senior Member

Posts: 498
Threads: 7
Joined: Mar 2011
Reputation: 18
#6
RE: Lighting & Custom Content

(09-25-2015, 12:14 PM)jens Wrote: Try inverting it! I think HPL2 and HPL3 have changed when it comes to normal maps so you have to change your workflow.

(09-25-2015, 12:16 PM)jens Wrote: Or from wiki
The normal map for the material and uses the standard format rgb = xyz and is in tangent space. Note that this needs to be converted to a format of XY only though (3dc)!

Not an artist so what it means? no clue Smile

Hello Jens!

I just tried a few things, inverting it didn't provide any change unfortunately. Though, the quote from the wiki - that I did happen to find some days ago - doesn't make much sense to me either. Assuming R = x, G = y and B = z I might have to play around with the RGB channels in Photoshop so that I end up with XY or RG channels.

Thank you for your help thus far!

Edit:
Unfortunately the problem still exists despite removing the blue channel.
(This post was last modified: 09-25-2015, 12:44 PM by Tesseract.)
09-25-2015, 12:39 PM
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Messages In This Thread
Lighting & Custom Content - by Tesseract - 09-24-2015, 04:36 AM
RE: Lighting & Custom Content - by Aaron - 09-25-2015, 09:14 AM
RE: Lighting & Custom Content - by Tesseract - 09-25-2015, 12:12 PM
RE: Lighting & Custom Content - by jens - 09-25-2015, 12:14 PM
RE: Lighting & Custom Content - by jens - 09-25-2015, 12:16 PM
RE: Lighting & Custom Content - by Tesseract - 09-25-2015, 12:39 PM
RE: Lighting & Custom Content - by Aaron - 09-25-2015, 12:44 PM
RE: Lighting & Custom Content - by Tesseract - 09-25-2015, 01:03 PM
RE: Lighting & Custom Content - by Patrik - 09-25-2015, 01:01 PM



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