Beiträge von RedEagle

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    I have unfortunately exported it multiple times in both .tga and .dds formats however it is not fixing the issue. Would the way you export it from blender be an issue? Are you supposed to just straight export as .fbx or do you need to export as .obj first and then reimport and then export that as .fbx?


    This is what it looks like in blender, with the colour space set to sRGB:



    As you can see the pattern of distorted shading is exactly the same as it is in the model editor. However I can just set the colour space to non colour and it fixes but there is nothing I can do in the model editor. Is it more likely that this is a blender issue do you think?

    Do you mean the .tga format shows the same effect or is the .tga file working correctly?


    Have you checked that the normals are all pointing in the right direction (check blender or activate the "..render normals.." in the model editor options)?

    Are you using a metall_gloss_ao map already. Maybe you could remove this just to be sure the normal map is the problem.

    Can you make a screenshot of your nomal map file or upload it here (especially looking a the front it looks like an extrem ao)?

    The .tga format showed the same effect, the first image I showed was using a .tga file.


    Here is a screenshot from blender, as you can see all the normals are facing the right way



    I have changed out the metal gloss map and it did not change anything. I cant seem to remove it because I am using the PHYS_TRANSPARENT_NORMAL_MAP and metal gloss is included in this and there arent any settings which disable this feature.


    Here is the normal map I am pretty sure there is nothing wrong with it but I could be wrong:


    Is your normal file a dds file and are you sure you normal file uses the right compression? It should be 3Dc for nomal map. See at the bottom of this page: LINK: TpF2 Wiki DDS-Files

    This has to be done when exporting the normal file. In the model editor you can check and change material settings. At the moment I use this settings for nomals:


    I tried exporting it again as a 3Dc but it still comes out with weird shading, (originally had it as a .tga file).


    I have made sure all the settings are the same as you showed, also this view should highlight that it is a actually a shading problem and not just the game's normal lighting effects.


    When I apply the normal map to my model in the model editor it comes out looking like this:


    Different parts of the model have stark differences in shading, similar to how it comes out in blender when 'non colour' is not enabled in the normal map node. Is there any way to fix this in the model editor?