jAMDup 2 Posted March 25, 2016 http://steamcommunity.com/profiles/76561198086059092/screenshot/287475801372427910 These wheels are meant to be a flat colour, but as you can see, there's a weird shadow problem even though it's in direct sun light. There is a stencil shadow LOD on the model however it doesn't affect the issue. Any ideas? Share this post Link to post Share on other sites
Jackal326 1179 Posted March 26, 2016 Select the entire model and press F5 to recalculate the normals. Share this post Link to post Share on other sites
jAMDup 2 Posted March 26, 2016 No affect. Thanks though. Share this post Link to post Share on other sites
Jackal326 1179 Posted March 26, 2016 There is a stencil shadow LOD on the model however it doesn't affect the issue. Any ideas? Have you tried removing the shadow LOD to see if if it does have an affect? I only ask because its the only other likely cause apart from the normals being messed up (that I can think of). You don't necessarily have to delete the LOD, simply change it to an EDIT LOD and re-save. Share this post Link to post Share on other sites
jAMDup 2 Posted March 27, 2016 I removed the shadow LOD and found out that the darkness appears where the lighter colour should be. The first screenshot is taken with the sun behind me, as you can see by the human shadow. The second is taken with the sun at the opposite side of the vehicle. http://steamcommunity.com/sharedfiles/filedetails/?id=654385495 http://steamcommunity.com/sharedfiles/filedetails/?id=654385519 Note: These were captured without a stencil shadow LOD in place. Thanks Share this post Link to post Share on other sites
Jackal326 1179 Posted March 28, 2016 Still looks like broken normals as I posted in my first reply. In Object Builder: CTRL+A, F5, SAVE. 1 Share this post Link to post Share on other sites
jAMDup 2 Posted March 28, 2016 Just tried that. No difference. Share this post Link to post Share on other sites
Jackal326 1179 Posted March 28, 2016 Okay then, are there any RVMATs applied to the faces? I'm assuming not, given the lack of textures, but its another potential (though unlikely) cause if the rvmats feature paths to non-existent textures and/or borked values. Share this post Link to post Share on other sites
jAMDup 2 Posted March 28, 2016 The "Texures" are just a flat colour which I'm using to give me a rough starting point. I'm using a very basic RVMAT, here's what's in the file. #define _ARMA_ ambient[] = {0.9999999,0.9999999,0.99999994,1}; diffuse[] = {0.9999999,0.9999999,0.99999994,1}; forcedDiffuse[] = {0,0,0,0}; emmisive[] = {0,0,0,1}; specular[] = {0.28044415,0.28044426,0.2804441,0.2}; specularPower = 60.6; PixelShaderID = "NormalMapSpecularDIMap"; VertexShaderID = "NormalMap"; class Stage1 { texture = "\Tank\Textures\Images\Body_co.paa"; uvSource = "tex"; class uvTransform { aside[] = {1,0,0}; up[] = {0,1,0}; dir[] = {0,0,0}; pos[] = {0,0,0}; }; }; Thank you. Share this post Link to post Share on other sites
PuFu 4599 Posted March 28, 2016 why do you use that pixel and vertex shaders? do you have the same issues without any co texture and rvmat applied? Share this post Link to post Share on other sites
jAMDup 2 Posted March 28, 2016 Honestly I have no idea, I didn't make the file, I just copied it. Also I was under the impression the RVMAT was required in order for the texture to be applied in game. (I'm new to this if you hadn't of guessed already). So when loading the model in game, the textures are as expected. Thank you PuFu! Share this post Link to post Share on other sites