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Normal maps have absolutely zero effect


1096bimu

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For some reason all of the models I created could not be normal mapped when imported. While all built-in models I can change their normal map and it works.

No I did not get my file paths wrong, I did not forget to set my normal map. I know it because the alpha channel of my normal map always works. It's just the RGB that has absolutely zero effect once it is converted with the Nvidia normal map filter. I can make the model go weird by drawing black and white lines, but that's it.

 

Any ideas what's going on?

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I'm kind of experiencing the same in some cases. It's there but it shows very poorly, and I think it is simply because the lightning- and shading-systems in this game is pretty balls. You really need to overdo the effects and specular in order to notice them in the game, but which unfortunately often destroy details in the process. Especially hard on surfaces where you dont want a strong specular, like wood. So instead I try to add more strong highlight-effects on any edges created on the normalmap, which will bring out the shapes or markings a lot better.

 

But I dont know, I'm not an expert on the subject. I'm just used to see way more visible results in modern games of this, and it's not a secret that this "brand new Creation-engine" is in fact older than Oblivion itself :pirate:

Edited by Mr. Bravo
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I made a normal map with maximum bump, that is converted from pure black and white height map. still absolutely zero effect, nothing.

 

What compression format? DXT1? 3? 5? (not 5_NM, which crashes my system?) If nothing works, try 888 uncompressed.

 

Have you made sure to import an intact BSLightningShader or something block from a working file?

 

Much of the new Shader blocks have not been deciphered yet, so no idea what changing those settings / using different ones will do.

Edited by jimhsu
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How could I modify existing normal maps if I didn't know which compression method to use? as for the nif file, the exact same file works for other people's mesh but not mine.

 

Um. By being new? Confusion re: various compression formats is probs the most common issue with people who aren't very experienced. We don't have any idea who you are, so it's a perfectly valid avenue of investigation. You can say "I'm compressing it properly" without getting rude.

 

"as for the nif file, the exact same file works for other people's mesh but not mine"

 

This statement makes no sense. How can both your mesh and someone else's mesh be the exact same file? Unless you mean the normal map by "the exact same file," in which case I direct you once more to the above comment re: the shader block.

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How could I modify existing normal maps if I didn't know which compression method to use? as for the nif file, the exact same file works for other people's mesh but not mine.

 

Um. By being new? Confusion re: various compression formats is probs the most common issue with people who aren't very experienced. We don't have any idea who you are, so it's a perfectly valid avenue of investigation. You can say "I'm compressing it properly" without getting rude.

 

"as for the nif file, the exact same file works for other people's mesh but not mine"

 

This statement makes no sense. How can both your mesh and someone else's mesh be the exact same file? Unless you mean the normal map by "the exact same file," in which case I direct you once more to the above comment re: the shader block.

 

I'm sorry but isn't it rude to reply with a solution that I have already stated clearly to not be the case? I already said that it's not a simple problem, I know at least part of what I'm doing. By answering with the exact problem I had already eliminated it means either you didn't read my post, or you don't trust me. I don't think either of those is very nice.

and yes I can have the same NIF file because I simply replace the mesh, which is obviously the case because there are many more parts to an NIF file other than the mesh itself.

 

 

If you're working on new models, make sure you have proper tangent space, otherwise you won't see an effect from the normal map.

 

in the TrishapeData, BS Num UV Sets should be set to 4097, then rClick the TriShape and do Mesh>Update Tangent Space.

 

thanks a lot, that worked immediately.

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