I'm trying to rotate my wall actors by random 90° degrees to obtain a less contiguous texture pattern
However my specular map is causing problems because it results in different lighting depending on the actor rotation.
In the screenshot you can see walls (they are actors of type model) and worker units sharing the same model. Both actors and units have the same problem.
Does anyone have a solution for this? I'm attaching the model to this post
Ok, I think now I fixed it. I just removed the mesh and created new one. And now its specular reflection doesn't give a shit about its orientation. Try it.
Tested it with a normal -> looks the same with any orientation. So, the problem was that your model has orientation issue, and by some reason it wasn't solved by resetting normals.
So, jsut take the model I attached, and use it for all blocks.
1. Yea, I may have not precisely copied the size of your block, so you either edit the model, or just a litle bit modify the scale of the model data entry.
2. Enter Unwarp UVW and edit how texture is projected to the faces.
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This issue seems the same of this old unsolved thread
http://www.sc2mapster.com/forums/development/artist-tavern/23566-why-is-my-card-so-damn-bright
I'm trying to rotate my wall actors by random 90° degrees to obtain a less contiguous texture pattern
However my specular map is causing problems because it results in different lighting depending on the actor rotation.
In the screenshot you can see walls (they are actors of type model) and worker units sharing the same model. Both actors and units have the same problem.
Does anyone have a solution for this? I'm attaching the model to this post
Ok, I think now I fixed it. I just removed the mesh and created new one. And now its specular reflection doesn't give a shit about its orientation. Try it.
Tested it with a normal -> looks the same with any orientation. So, the problem was that your model has orientation issue, and by some reason it wasn't solved by resetting normals.
So, jsut take the model I attached, and use it for all blocks.
The diffuse is now working, however I have 2 issues:
1) the box is not perfectly sized so you can clearly see the tiles separations
2) the vertical texture is stretched
1. Yea, I may have not precisely copied the size of your block, so you either edit the model, or just a litle bit modify the scale of the model data entry.
2. Enter Unwarp UVW and edit how texture is projected to the faces.