I like to announce EVE: RTS (work name) It's a mod about EVE Online developed by myself, featuring ships and other objects directly from the original Game. Models and Textures were extracted using TriExporter. CCP confirmed that I can use their Artwork. (see end of summary)
Hey all,
I need a bit help regarding this issue. After Kitbashing this models I got this artifacts. I think it's related to normals and normalmaps, but i have not managed to remove it. On some models I also have moving textures while rotating around the model.
The Texture is completly ok, because I have it working on the normal shipyard.
-.- ... I hate if I can't find the reason for such a crappy bug.
Please tell me if you know how to fix it.
which version of the model are you using?? as i know when i was messing with stations if you used the medium levels stations they did have some of these odd errors, if you use the highest poly model i didnt have any problems, but thats the only thing i can think it might be.
As base model I use the highest. But should not be the Problem - i'm looking for a solution that can be applied with a 3D modeller.
they would just look like lights and the shader would lighten that part of the model to show the model being lit up as if in a spotlight, wouldn't it?
Jea, they look a bit like spotlights, but actually it's on some other parts too and the "spotlights" are not realy in symmetical positions.
The whole model has correct lighting if I use the "ship" shader.
Problem must therefore be normal related. (polygon / vertex normals)
But I have no idea how to fix, as all I have done does not work or generates other problems -.-'
I suppose you're using CFHodEd 4? When we have problems with normals on STC, we try importing the models with CFHodEd 3. That normally fixes all glitchy textures. Somehow the normal calculation in CFHodEd 4 doesn't get along with all models.
Cool, thx. . . I'll try this today. Hopefully it'll help.
^^ I think the biggest problem will be to import the model. Maybe I'll need to cut it apart until I got it importable.
ok, using the CFHodED 3 tangent does fix it. I hope I won't crash with too many objects :-/