gamekill
25-05-2007 16:44:29
I was having trouble getting any materials that use shader to work outside the 3DS Max oFusion viewport (ie, when the scene was loaded by my own .exe game demo). I could not get normal map to display correctly, and also I couldn't get the vertexpaint-multitexture (new scene at ofusion site) to work.
Then I realized that I needed to put the .program and .source files for the shaders on the media folders of the project (duh).
But that only worked for the vertexpaind-multimaterial. The normal mapping is still strange.
Although it kinda worked, the lighting cast on the objects that use normal map is pretty weird, does not have a smooth transition. I get a very visible line between the "working great" part and the problematic part of the objects.
I cannot post a screenshot right now (or even today) but I hope someone knows what Im talking about and is able to help me out.
My guess is that it has something to do with the objects tangent vectors not being exported correctly? I set "TANGENTVECTORS = 1" and "_TANGENTVECTORS = 1" manually on the object's properties in 3DS Max. Is that correct?
Then I realized that I needed to put the .program and .source files for the shaders on the media folders of the project (duh).
But that only worked for the vertexpaind-multimaterial. The normal mapping is still strange.
Although it kinda worked, the lighting cast on the objects that use normal map is pretty weird, does not have a smooth transition. I get a very visible line between the "working great" part and the problematic part of the objects.
I cannot post a screenshot right now (or even today) but I hope someone knows what Im talking about and is able to help me out.
My guess is that it has something to do with the objects tangent vectors not being exported correctly? I set "TANGENTVECTORS = 1" and "_TANGENTVECTORS = 1" manually on the object's properties in 3DS Max. Is that correct?