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soul_assassin

Specular and animation

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Ive got a problem with specular maps on my wheels. As they go through the animation cycle something weird happens and the specular animates also, making the wheels flash like a strobe light as it drives along.

I hope the image illustrates it better:

specwheelsxm1.jpg

what is it I'm doing wrong? the rvmat seems to be fine:

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">

ambient[]={1.000000,1.000000,1.000000,1.000000};

diffuse[]={1.000000,1.000000,1.000000,1.000000};

forcedDiffuse[]={0.000000,0.000000,0.000000,0.000000};

emmisive[]={0.000000,0.000000,0.000000,1.000000};

specular[]={1.000000,1.000000,1.000000,0.000000};

specularPower=90.000000;

PixelShaderID="NormalMapSpecularDIMap";

VertexShaderID="NormalMap";

class Stage1

{

texture="SA_BMD_PACK_1\sa_bmd1_mainwheel_nohq.tga";

uvSource="tex";

class uvTransform

{

aside[]={1.000000,0.000000,0.000000};

up[]={0.000000,1.000000,0.000000};

dir[]={0.000000,0.000000,0.000000};

pos[]={0.000000,0.000000,0.000000};

};

};

class Stage2

{

texture="SA_BMD_PACK_1\sa_bmd1_mainwheel_smdi.tga";

uvSource="tex";

class uvTransform

{

aside[]={1.000000,0.000000,0.000000};

up[]={0.000000,1.000000,0.000000};

dir[]={0.000000,0.000000,0.000000};

pos[]={0.000000,0.000000,0.000000};

};

};

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I never tested out animations in bulldozer so i maybe got it completly wrong. Can't it be that bulldozer doesn't 'refresh' vertexes normals? Meaning, during the rotation it doesn't recalculates the normals so the lightning gets reversed....

Did you test the same already ingame?

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I never tested out animations in bulldozer so i maybe got it completly wrong. Can't it be that bulldozer doesn't 'refresh' vertexes normals? Meaning, during the rotation it doesn't recalculates the normals so the lightning gets reversed....

Did you test the same already ingame?

yeh I also thought it was bulldozer at first but unfortunately the same problem persisted in game sad_o.gif I still have no clue why this happens.

Quote[/b] ]My guess is thaty your wheel's specular is assymetrical.

yes it is asymetrical but then again why would it matter, its asymetrical but still uniform.

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yes it is asymetrical but then again why would it matter, its asymetrical but still uniform.

What I ment is it is different for top and bottom of wheel.

That would cause this problem.

The other thing could be noirmal map: if you put wrong coordinates in wrong channels. Using what program did you make your normal map and what were your channel settings?

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@ Oct. 30 2008,14:23)]
yes it is asymetrical but then again why would it matter, its asymetrical but still uniform.

What I ment is it is different for top and bottom of wheel.

That would cause this problem.

The other thing could be noirmal map: if you put wrong coordinates in wrong channels. Using what program did you make your normal map and what were your channel settings?

Thnks! the problem was indeed in the normal map. time to figure out y and then ill post it here.

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Thnks! the problem was indeed in the normal map. time to figure out y and then ill post it here.

Perhabs the channel settings?

The Green should have values inverted (Arma uses red=X, green=-Y, blue=Z).

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that did the trick!

so just in nvidia filter checked off "invert Y" and everything aok

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