1096bimu Posted December 9, 2011 Share Posted December 9, 2011 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? Link to comment Share on other sites More sharing options...
Blu02 Posted December 9, 2011 Share Posted December 9, 2011 (edited) 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 December 9, 2011 by Mr. Bravo Link to comment Share on other sites More sharing options...
1096bimu Posted December 9, 2011 Author Share Posted December 9, 2011 I made a normal map with maximum bump, that is converted from pure black and white height map. still absolutely zero effect, nothing. Link to comment Share on other sites More sharing options...
jimhsu Posted December 9, 2011 Share Posted December 9, 2011 (edited) 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 December 9, 2011 by jimhsu Link to comment Share on other sites More sharing options...
1096bimu Posted December 9, 2011 Author Share Posted December 9, 2011 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. Link to comment Share on other sites More sharing options...
ishmaeltheforsaken Posted December 9, 2011 Share Posted December 9, 2011 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. Link to comment Share on other sites More sharing options...
throttlekitty Posted December 9, 2011 Share Posted December 9, 2011 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. Link to comment Share on other sites More sharing options...
tinnycan Posted December 9, 2011 Share Posted December 9, 2011 I remember someone had a similar problem...and it ended up being the game used object space normals instead of tangent space? Or was it vice versa? I'd try both and see what happens. Link to comment Share on other sites More sharing options...
1096bimu Posted December 9, 2011 Author Share Posted December 9, 2011 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. Link to comment Share on other sites More sharing options...
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