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Normal map shader problem applied to *.dbo object exported by 3DWS.


pdq
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Please take a look at the image. It is part of a level I exported to dbo from 3DWS.

 

Notice the shadows appear correctly oriented on the right rockwall, but are incorrect on the left as if the lighting is coming from behind the camera. I have tried other bump shaders and the result is the same.

 

Has anyone else run into this problem?

post-763-12684055137588_thumb.jpg

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Are you applying baked lighting from 3DWS via the dbo object. As far as I'm aware 3DWS doesn't support bump mapping so the light map will will be applied to the surfaces as if they are flat surfaces. If this is then subsequently being overlaid on top of the dynamic lighting of bump mapped surfaces I'm not sure what the end result would be.

 

I suspect it has little to do with 3DWS but more to do with what your subsequently doing in the engine your using (DBPro or DarkGDK I'm guessing if your using dbo format). Yeah ... DBPro ... just noticed your screen header!

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++

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I have tried it with and without the light map. The result is the same. I think the normals are flipped. My assumption is since the object is lightmapped, normals are not needed. There does not seem to be a way to flip the normals in 3DWS.

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Good point ... I can't say I've ever noticed a problem with the normals in 3DWS but surely if your subsequently applying a normal map for the bump mapping the surface normals would be ignored anyway? I guess the best way to determin this would be to open the level in something like UU3D Pro and display the normals.

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++

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