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HKurtyka

Odd shadows/shine in bright light

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So I have gotten my model in game and textured. I have made an rvmat with a normal map, ambient shadow map and a specular map. The issue I'm having is when in bright light there is strange shadows and shine on the helmet. At first I thought this was the specular being wrong, so I changed it and still got the same result, albeit with different levels of shinyness. The issue goes completely away when indoors or out of direct light. I'm wondering what is causing this and how I would fix it. Here is a video demonstrating it inside a building and outside in direct sunlight. https://youtu.be/fWjti_mKnoQ 

I should also say its 100% (imo though I could be wrong) not the shadowLOD as I had implemented that before the rvmat and made sure it wasn't poke through anywhere both in game and in object builder.

 

Also here is the rvmat config. I used the 'star wars imperial assault' stormtrooper rvmat as a base as it has similar material I was going for as I'm assuming other values here make up the effects. I removed stage 7 as it gave me an error, file path to the texture to fake land reflections was wrong and I couldn't be bothered finding it - I really have no clue what I'm doing so I'm mostly copy and pasting/trying to reverse engineer (to an extent) other mods, I'm not sure if that's bad form to rip other peoples stuff and tweak it, though the end result is the same so I would sorta be copying anyway. 

 

ambient[]={0.89999998,0.89999998,0.89999998,0.89999998};
diffuse[]={0.89999998,0.89999998,0.89999998,0.89999998};
forcedDiffuse[]={0,0,0,0};
emmisive[]={0,0,0,1};
specular[]={0.89999998,0.89999998,0.89999998,0.89999998};
specularPower=40;
PixelShaderID="Super";
VertexShaderID="Super";
class Stage1
{
texture="Helmet\Data\phase2_nohq.paa";
uvSource="tex";
class uvTransform
{
aside[]={1,0,0};
up[]={0,1,0};
dir[]={0,0,1};
pos[]={0,0,0};
};
};
class Stage2
{
texture="#(argb,8,8,3)color(0.5,0.5,0.5,0.5,DT)";
uvSource="tex";
class uvTransform
{
aside[]={1,0,0};
up[]={0,1,0};
dir[]={0,0,1};
pos[]={0,0,0};
};
};
class Stage3
{
texture="#(argb,8,8,3)color(0,0,0,0,MC)";
uvSource="tex";
class uvTransform
{
aside[]={1,0,0};
up[]={0,1,0};
dir[]={0,0,1};
pos[]={0,0,0};
};
};
class Stage4
{
texture="Helmet\Data\phase2_as.paa";
uvSource="tex";
class uvTransform
{
aside[]={1,0,0};
up[]={0,1,0};
dir[]={0,0,1};
pos[]={0,0,0};
};
};
class Stage5
{
texture="Helmet\Data\cloneshiny_smdi.paa";
uvSource="tex";
class uvTransform
{
aside[]={1,0,0};
up[]={0,1,0};
dir[]={0,0,1};
pos[]={0,0,0};
};
};
class Stage6
{
texture="#(ai,64,64,1)fresnel(1.3,7)";
uvSource="tex";
class uvTransform
{
aside[]={1,0,0};
up[]={0,1,0};
dir[]={0,0,1};
pos[]={0,0,0};
};
};

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The video link doesn't work, however I seem to remember someone (possibly PuFu) mentioning previously that the issue you described can be caused by the normal map (the _nohq) having an alpha channel (when it shouldn't have one at all). Save it as a 24bit TGA and ensure there is no alpha channel.

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Ok I have done what you suggested to no avail :( it is still happening with no change. I think I made it a 24bit TGA without alpha channel, though I'm not sure its in 24 bit format/compression (not sure of the correct term here). To get it without alpha channel I went into gimp and just removed alpha channel, somewhere on he bohiema texview 2 guide or whatever it said that a TGA without a alpha channel is 24bit - but still I'm unsure if I did it correctly. Since I'm not sure if I correctly made it 24bit, I don't know whether your suggestion definitely wasn't the issue. I have fixed the link, so you can see what I'm trying to say.

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