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omegastarr82
30th Jun 2011, 3:59 PM
Hi, I'm trying to make shorter versions of the kitchen wall cabinets. I've cloned them with S3OC, exported the meshes, modified the meshes with wes's decompiler and MS, and imported them back in. With all of the cabinets, it's worked, corners and all. Except for the traditional cabinet. The culprit is the normal. If I just simply clone the cabinet and pop it into my game it's fine. Once I change the meshes the normal goes all wonky. This is the only cabinet with a normal so this is the only one I'm having issues with. Maybe you can shed some light into this matter. I can just remove the normal but then it doesn't match the original. Also there doesn't seem to be a separate normal for the corner, it uses the same one as the base. I've tested this with TSRW also and got the same results, when just cloned it looks fine, once I alter the mesh, only the mesh, it changes.

Cabinet on the left is the "clone" the others are using my altered mesh. And before anyone asks I want the corner to stay the original length, so I only touched the base meshes.
http://img41.imageshack.us/img41/1989/screenshotbqk.jpg
Ignore the little dot that used to be the handle, haven't delt with that yet.

BloomsBase
1st Jul 2011, 3:37 AM
Did you update the uvmaps aswell when scaling the meshes?

omegastarr82
1st Jul 2011, 3:47 AM
No, there's really no need to. I didn't for the others and they look just fine. But I did think of this, the normal that both use is made for the corner piece(I think), because when I open it up in MS to alter it, it's no where near mapped to how it should be. I think I'm going to try to pop it into TSRW to give it it's own normal map, one I might have to make. Or try remapping it from scratch.

BloomsBase
1st Jul 2011, 7:59 AM
i still think you should ajust/update the uvmap

omegastarr82
1st Jul 2011, 8:06 AM
Thanks, this info is in the OBJD? or is it a TSRW material setting?

BloomsBase
1st Jul 2011, 8:13 AM
I updated my post cos i doubt if it can be fixed by adjusting those numbers.
Its in TSRw's meshtab under materials.
If you decide to add a new square normalmap you prolly want to set them to default

omegastarr82
1st Jul 2011, 3:13 PM
Here is a pic of the UV map for the normal. The left is the base and the right is the corner. The normal for cas items usually match the multiplier, is this not the same with objects? Its not even in the same neighborhood. I think I'm going to try to make my own normal.

http://img191.imageshack.us/img191/9371/unled2sq.jpg
http://img30.imageshack.us/img30/3416/unled3g.jpg

cmomoney
1st Jul 2011, 4:38 PM
There are two uv maps in this object: one for the multiplier and one for the normal. Milkshape has no way to represent this, and I just realized I accidentally removed the ability to import multiple uv maps from my Blender tools. *goes to put it back in...

omegastarr82
1st Jul 2011, 5:24 PM
Well that would explain it. So when you " go to put it back in" does this mean I can fix this if I use blender instead? That's the free one, right?

cmomoney
1st Jul 2011, 5:34 PM
Yes. Blender will import and export the 2nd UV, and yes, it's free.

omegastarr82
1st Jul 2011, 6:22 PM
Thank you.

omegastarr82
2nd Jul 2011, 6:29 AM
How do I import/export the UV's? I don't understand this Blender at all.

Got the mesh how I needed it, I get this error upon export. This is something to do with the UV's? Am I doing it wrong? All I did was change the mesh around.

cmomoney
3rd Jul 2011, 4:58 AM
How exactly did you change the mesh?

omegastarr82
3rd Jul 2011, 5:45 AM
I just made it shorter, I selected the lower half in edit mode with the "b" button and raised them up with the y arrow. Does that make sense, I've never used blender before so I may not know what I'm doing, really good at following directions though.

cmomoney
3rd Jul 2011, 4:03 PM
Gah, it was my fault. I've fixed the script, and it should work now.

omegastarr82
4th Jul 2011, 5:23 AM
Gah, it was my fault. I've fixed the script, and it should work now.

Thank you so much for all your help. Now there's just one more tiny little problem left. Everything is now great, except that the mesh no longer is using the normal map, the corner still does but I didn't touch that. Was there something I should have done on my end, like import/export something UV related?