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UV-Map / Texture error...

Posted: 06 Mar 2016, 14:54
by Florenzius
Hi there,

Today I imported some island-objects to blender, resized them, gave them textures and created lightmap and basematerial. And there wasn't any error in CA. But when i test it ingame, it looks like this:

https://www.dropbox.com/s/ynb9ss7e2bacv ... 2.png?dl=0

I don't know what to do... it's frustrating.

Can anyone help me?
Thanks :thx:

If youw ant, i can give you the fbx-file

Re: UV-Map / Texture error...

Posted: 06 Mar 2016, 15:13
by Electron
Compare everything with a similar item project that works. Also look for typos.
If you still don't find any mistakes, start with a basic cube object and than do the same with your new model.

Re: UV-Map / Texture error...

Posted: 06 Mar 2016, 17:48
by Florenzius
It's okay now, but i have this shadow-calculation-error...

https://www.dropbox.com/s/1f7whjxq12xdr ... 9.png?dl=0

I created a normal lightmappack and it works everytime except now

Re: UV-Map / Texture error...

Posted: 06 Mar 2016, 18:32
by adamkooo2
Electron wrote:Compare everything with a similar item project that works. Also look for typos.
If you still don't find any mistakes, start with a basic cube object and than do the same with your new model.
I have same problem too :/

maybe I know the reason why the problem is.

problem is in texture(s)
don't use DXT5. Use X8D8... instead ;)

Re: UV-Map / Texture error...

Posted: 06 Mar 2016, 18:36
by Florenzius
Thanks, but in PaintNET isn't X8D8

Re: UV-Map / Texture error...

Posted: 06 Mar 2016, 18:49
by Electron
ManiaDesign wrote:It's okay now, but i have this shadow-calculation-error...

https://www.dropbox.com/s/1f7whjxq12xdr ... 9.png?dl=0

I created a normal lightmappack and it works everytime except now
Looks like there are overlapping surfaces in the UV map.
What do you mean with lightmappack?

I don't see a specular and normal map on your item. Don't forget to add them after solving your problem.
adamkooo2 wrote:problem is in texture(s)
don't use DXT5. Use X8D8... instead ;)
There is no X8D8 FourCC defined. You should use TGA as source and let the NadeoImporter convert the images automatically to the proper DDS files. Take care that your DDS files are backward compatible with DirectX9.

Re: UV-Map / Texture error...

Posted: 06 Mar 2016, 18:54
by Florenzius
Electron wrote:
ManiaDesign wrote:It's okay now, but i have this shadow-calculation-error...

https://www.dropbox.com/s/1f7whjxq12xdr ... 9.png?dl=0

I created a normal lightmappack and it works everytime except now
Looks like there are overlapping surfaces in the UV map.
What do you mean with lightmappack?

I don't see a specular and normal map on your item. Don't forget to add them after solving your problem.
adamkooo2 wrote:problem is in texture(s)
don't use DXT5. Use X8D8... instead ;)
There is no X8D8 FourCC defined. You should use TGA as source and let the NadeoImporter convert the images automatically to the proper DDS files. Take care that your DDS files are backward compatible with DirectX9.
How to create specular and normal maps?
I saved and exported them as tga now, but as far as i know, the _n and _s files are only at dds-files, or?

Re: UV-Map / Texture error...

Posted: 06 Mar 2016, 19:57
by Electron
ManiaDesign wrote:How to create specular and normal maps?
Using the following Website you can learn live what normal and specular maps are and how they effect the display of objects:
http://cpetry.github.io/NormalMap-Online/

There are many tutorials out there explaining the creation of normal and specular maps.
ManiaPlanet specifics are described here for mods but is also worth knowing for item textures:
S: viewtopic.php?f=321&t=29721
N: viewtopic.php?f=321&t=27868
I saved and exported them as tga now, but as far as i know, the _n and _s files are only at dds-files, or?
Based on the file name the NadeoImporter convert all TGA images automatically to the proper DDS file formats while creating the Items.
You can control the DDS file creation with the Textures element inside the MeshParams.xml. Here an example:

Code: Select all

<Textures HqDds="true" MaxSize="2048"/>