huge static ASE model texture scale and lighting problem


(sodsm live) #1

I’ve built a very large underground chasm in blender for use in ET. I’m using a single 512x512 image in the shader so it needs to be scaled down - otherwise the texture in game is way too big and throws the scale of the model off.

if i use


{
     map textures/....
     tcMod scale ....
}

the texture is scaled properly but the whole ase model turns out full bright

if i use


implicitMap textures/....
{
     tcMod scale ....
}

the scaling doesn’t work(at least is doesn’t work after being lit) and i get a strange seemingly random striping effect on parts of the model. the lightmap image seems to be randomly splashed and stretched across the model.

does this ring a bell for anyone?


(carnage) #2

if you made the model in blender wouldn’t it be better to scale your texture on the UV editor rather than trying to do it externally with a shader


(sodsm live) #3

ya it would. tbh i had a bit of a brain fart before posting that. my main concern is trying to figure out why the stage specific map was making it full bright or the combo of implicitMap… and {tcMod… made it splash random bits of the lightmap image all over the model.

looks like i need to hit the books again on this one as i might have bitten off more than i can chew with this huge model.


(carnage) #4

scaling when you already have your UV’s mapped is easy just bring them up in the UV editor, select them all then hit “s” drag around to scale up and down. also use the lock icon button and this will update other window in real time to your scaling so you can see the effects in the 3d view ports

i think you scale shader command did not work because models have a more complex method of getting textures onto them as they are UV mapped and brushwork just is applied with simply a offset,rotation and scale but cant end up becoming skewed like you can with a UV map

also if something is appearing full bright its a pretty safe bet that for whatever reason the light map is not being drawn so the problem most likely has something to do with the way your scale commands are effecting the light map. having a look at the implicit map i think it might be because when using the implicit map command you are applying the scaling to every stage of that shader including the light map stage and im pretty sure light maps done like to scales, rotated etc for obvious reasons