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Reverse Lighting Issues


einherjrar

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great!

 

yes, normal maps are usually greyscale in R and G channels. B channel is usually pure white unless in rare cases.

 

Most diffuse colormaps usually have atleast a little blue in them, this is what causes total borked-ness when a diffuse is plugged in as normal.

 

Any 'black' regions on the diffuse will be black in all channels, R G and B. This ends up screwing with the renderer, since having black in all channels means it would be in continual shadow.

 

Its actually a cool hacked way of making glowmaps glow in the dark, but go dark in the light. If you ever wanted to have a glowy watch-face or something that only lights up in dark areas :)

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  • 4 years later...

YES, this EXACT same thing happend to me, im almost sure its a problem with milkshape 3d meshes in nif files because it also happend to me after using milkshape... i manually fluped them in blender to no success, basically if you are a milkshape user, you need to remove the second texture...

 

im just posting this for future reference, i know this guide helped me... alot.

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