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Old 07-31-2008, 10:39 AM   #1 (permalink)
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Xnormal Viewer problems

hello there guys, I´m having some issues with Xnormal viewer, I just want to view my model and the texture all running in real time, simple huh?
No, for some crazy reason I cant see it, only when I zoom really close..
someone got any tip?

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Old 07-31-2008, 03:26 PM   #2 (permalink)
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Which image format are you using? BMP? JPG? DDS? TIF?
Perhaps it's a lighting problem. Check the "matte" option and disable the normal map. If it's displayed non-black then the problem is the lighting.

And set the indirect intensity to 0.00000
Btw, that ambient color seems too high... that explains the blue things.

Last edited by jogshy; 07-31-2008 at 06:58 PM.
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Old 07-31-2008, 08:10 PM   #3 (permalink)
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thaknh you very much Jogshy, I changed the format to jpg and turned matte on, now everything is working ! thanks mate
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Old 08-01-2008, 01:37 PM   #4 (permalink)
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Then can be a problem in your normal map. That explains why it's black. Perhaps the normal in the normal map are reversed.... or you forgot to check the "tangent space" option in the viewer 3D's options.
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Old 08-04-2008, 10:52 AM   #5 (permalink)
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thx a lot Jogshy,

I got another question, how can I make my opacity alpha maps work on the viewer?
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Old 08-09-2008, 08:59 PM   #6 (permalink)
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Quote:
Originally Posted by funkdelic View Post
I got another question, how can I make my opacity alpha maps work on the viewer?
You use the base texture's alpha channel as opacity map... so you need to use a bitmap format with alpha channel support(TGA & TIFF basically).

Notice the transparency modes "Screen trasparency" and "Blended transparency" requires sorting... so the order in the lowpoly mesh list it's important.

For things like vegetation or hair I suggest you to use 1bit transparency(aka alpha testing) + the DX10 MSAA feature(at leat 4xAA or, even better, 8x )
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