T.Ed and Dot3

Blitz3D Forums/Blitz3D Beginners Area/T.Ed and Dot3

CodeOrc(Posted 2008) [#1]
Sorry to ask a question here about another product, but the T.Ed forums are severely lacking :(

Has anyone figured out how to use a Normal-Dot3 map with T.Ed either within the app or after the .b3d export?

when I try to assign it via code, it just makes my mesh have a purple "haze" to it.


KillerX(Posted 2008) [#2]
This would have been more appropriate for the Content Creation Tools forum


CodeOrc(Posted 2008) [#3]
dooh! sorry, mods can u move this plz ?


Ross C(Posted 2008) [#4]
You need to make sure you set the texture blend mode, in blitz, to dot3 mind.


CodeOrc(Posted 2008) [#5]
@ Ross C

I am doing this
<<<<<<<<<<<<
terr=LoadMesh( "mymap.b3d")
EntityFX terr,2
EntityType terr,2

normal=LoadTexture("tile_normal.bmp")
ScaleTexture normal,.02,.02
EntityBlend terr,1
TextureBlend normal,4
EntityTexture terr,normal,0,0
<<<<<<<<<<<<<

am I doing something wrong? I see all the textures assigned to the map via TED, and just a purple haze from my normal map.

the normal map is taking place of the "base layer" texture from the TEd export.


Ross C(Posted 2008) [#6]
Doesn't a normal map need to be blended down onto something? I'm sure it does. Try putting it on the 1 layer -

EntityTexture terr,normal,0,1


I think this is because, by itself, the normal map is nothing. It works by blending with a texture below to lighten or darken the pixels/texels. Much like a lightmap does.


CodeOrc(Posted 2008) [#7]
ok, I did that and it turned all my greens and brown to gray...but it is doing the "bump" looking thing.

Any idea how I make it NOT affect the colors of the other textures?

and thx for your input :)


Ross C(Posted 2008) [#8]
If your using a tangent normal map then you'll need to do the following:

EntityColor terr,128,128,255


Because the blue color represents the z vector of the light direction.

Can you show a screen shot, possibly of the textures your using and the order your using them?