nokiaslave Posted April 25, 2011 Share Posted April 25, 2011 Hi. Recently i retextured Jojjo's armor in GIMP for my own purposes and everytime i cast spell on my charr or there's some other glow on me, i get this freckled effect on my armor. I guess it has to do something with Normal maps, but i dont know whats the problem. Pls i need some advice how to fix it Link to comment Share on other sites More sharing options...
Ghogiel Posted May 29, 2011 Share Posted May 29, 2011 (edited) I am not certain.. It could be lack of mipmaps, but that usually does other things in oblivion, like not rendering at any distance from the camera except right up close. But a sparkingly effect will happen if there are no mipmaps and the game does render the map, in layman's terms, the point of mipmaps is to always provide a texture that is relevant size/resolution to the objects distance from the camera, if no mips are provided then the full map will be forced to render despite the fact that it may occupy a very small portion of the screen. When a large texture is forced to render in such a small space, it might be trying to cram a million pixels of texture into a few hundred pixels of screen resolution, and rendering artefacts occur, and those artefacts are a sparkling effect. It could be you haven't normalised the normal map, ie make all the normal lengths =1. Some games normal map shader will normalise the map on the fly, ie anything that is using swizzled or BC3/5 normal maps will definitely renormalises as it has to recompute a whole channel on the fly in realtime. the end result rendered in game is a normalised map. anyway I only say that as Ob quite possibly doesn't normalise it's maps on the fly, it only uses regular 3 channel normal map compressions, Anyway one of the issues with unormalised maps can be a flckering/sparkling effect. pretty sure I used custom normal lengths in my maps actually and never seen any artefacts.. not that I remember. not sure what else it could be off the top of my head. Edited May 29, 2011 by Ghogiel Link to comment Share on other sites More sharing options...
LHammonds Posted June 2, 2011 Share Posted June 2, 2011 Check the alpha channel in your normal map...which is the specularity. I don't think the glow map would affect this though. Link to comment Share on other sites More sharing options...
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