Posts: 200
|
Post by metroidguy on Mar 3, 2022 7:19:25 GMT 10
I am having a problem with this m4, that honestly has been a problem with my past weapons as well. The lighting seems to be working backwards or something. This is what I mean: The right side of the weapon is absolutely pitch black. It gets almost no light, note that this is the biggest amount of light illuminating on the weapon: on the other hand the left side seems to receive light as normal, it is also biggest amount of light reflecting on the weapon I could see: gyazo.com/940d37fe90c06a04aa45830326f19806I believe this should be backwards, shouldn't the weapon behave vice-versa? The weapon should be more lit on Leon's right side when near a light source to his right. Maybe you could chime in albert since you were able to get the examine weapon models to work in your project? What is causing this weird behavior? Could it be something I did in 3ds max or my exporter getting the shaders wrong? The weapon is supposed to have specular and bump maps which are set up with the correct 32 bit .tga format and the diffuse dxt1...
|
|
✫Advanced Coder✫
gridning hard working on a fan game - Resident Evil Remix
Posts: 2,995
|
Post by Mr.Curious on Mar 3, 2022 9:54:41 GMT 10
Try this:
- Make sure your faces are all facing outwards (you do this by selecting all polygons and seeing if they are bright red. Dark red means your faces are inverted). You can also check this by adjusting the viewport settings to 'Default Shading' NOT Facets
- Select the model and apply edit Poly modifier then select all vertices and use 'Target Weld', using a value of 0.01
- Next, select all polys and apply Smoothing Groups (use auto with a value of 55)
- Next, apply a Normal modifier and choose 'Unify'.
Lastly, you will also have to rig the model..... this step is last.
This should fix any issues with light not hitting the model properly
|
|
Posts: 200
|
Post by metroidguy on Mar 4, 2022 2:29:10 GMT 10
Try this: - Make sure your faces are all facing outwards (you do this by selecting all polygons and seeing if they are bright red. Dark red means your faces are inverted). You can also check this by adjusting the viewport settings to 'Default Shading' NOT Facets - Select the model and apply edit Poly modifier then select all vertices and use 'Target Weld', using a value of 0.01 - Next, select all polys and apply Smoothing Groups (use auto with a value of 55) - Next, apply a Normal modifier and choose 'Unify'. Lastly, you will also have to rig the model..... this step is last. This should fix any issues with light not hitting the model properly No dice... although it did prevent my game from crashing when opening inventory, I assume because the polys and verts were reduced significantly, but the problem with the lighting still stands. Here's the weapon looking dark af because it receives no light on the right side: gyazo.com/b440ed2475a3e7866b0b81fde46055aeHere's the other side when I reload: gyazo.com/d8a6d7ffa6526d7262a8ae50c4a145fcIt's not like the textures are amazingly dark, because as you can see when leon tilts the gun to reload the textures look just fine.
|
|
✫Advanced Coder✫
gridning hard working on a fan game - Resident Evil Remix
Posts: 2,995
|
Post by Mr.Curious on Mar 4, 2022 4:40:08 GMT 10
I don't know how to help you then.
|
|
Posts: 200
|
Post by metroidguy on Mar 6, 2022 2:55:12 GMT 10
If anyone ever has this problem: All you have to do is export the model you want to put into the game as .smd, reimport it, you will see the shading issue in 3ds max. After that add a "Edit Normals" modifier and select "reset". Now skin the model and enjoy the fix!
|
|