soul_assassin 1723 Posted October 28, 2008 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: 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}; }; }; Share this post Link to post Share on other sites
Panda-PL- 0 Posted October 28, 2008 My guess is thaty your wheel's specular is assymetrical. Share this post Link to post Share on other sites
DaSquade 0 Posted October 30, 2008 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? Share this post Link to post Share on other sites
soul_assassin 1723 Posted October 30, 2008 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 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. Share this post Link to post Share on other sites
Panda-PL- 0 Posted October 30, 2008 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? Share this post Link to post Share on other sites
soul_assassin 1723 Posted October 30, 2008 @ 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. Share this post Link to post Share on other sites
Panda-PL- 0 Posted October 30, 2008 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). Share this post Link to post Share on other sites
soul_assassin 1723 Posted October 30, 2008 that did the trick! so just in nvidia filter checked off "invert Y" and everything aok Share this post Link to post Share on other sites