Textures are too dark or black in game

http://lordalbatross.blogspot.com/2011/12/blog-post.html

I have tried everything I can think of and I can still not figure this out, 2 out of the 5 ships I have created are working awesome, the other 3 either have really dark textures or pure black textures.  I used gimp to create all the nm ds and cl texture files I added a link to my blog where I posted a screenshot

the ship in the background is working fine, but the one in front of it only seems to render withought the cl texture,

All the mesh files have the textures connected to them

18,945 views 20 replies
Reply #1 Top

Can you upload a picture of your DA texture? Just a JPEG of the RGB on photobucket or something will work (I don't really want to download it).

 

Reply #2 Top

this is whats happening

when I decomposed my -da.dds for the mesh that is black in the picture I got this for the red

That paneled texture should be covering most of the screen in a cross shape but for some reason it got covered in black

this is what I got for the green, blue, and alpha channels

 

Reply #3 Top

 

While that's at least part of your problem, the green channel on the DA is the luminosity map. Typically you want lights and your engines to be very white, while the rest will be some sort of grey depending on how bright you want it to be.

For example here's the green channel of the texture for this ship.

 

While this is fairly bright, especially compared to Vanilla Sins ships, you'll want at least some sort of very dark grey for most of the green channel with the ship lights and engines being white.

Reply #5 Top

Quoting GoaFan77, reply 3
While this is fairly bright, especially compared to Vanilla Sins ships, you'll want at least some sort of very dark grey for most of the green channel with the ship lights and engines being white.

I use all black in the green channel and only grey to white areas for what I want lit. What you've described is a way to add light to the ship but not the only way. I prefer to use the Ship Mesh Highlight filter if I want to play with more color on the ships.

Point is it's not necessary to have all grey with some white in the green channel.

I think he may have other issues with his textures and mesh, but really unless he wants to post the mesh and textures here it's hard to tell with just those images, at least for myself.

 

Reply #6 Top

that didnt work,

the ship was still black and showed no windows this time, I opened the dds in gimp to see if the red channel was messed up but this time everything was correct, I also checked the mesh file to make sure it was reading the right texture

Reply #7 Top

Quoting ZombiesRus5, reply 5
Ship Mesh Highlight filter

Why am I hearing about this for the first time?  o_O Granted I don't think it would do any good with this model as I don't have the non .mesh file, but for a couple others it might be good to know.

Reply #8 Top

Quoting GoaFan77, reply 7

Quoting ZombiesRus5, reply 5Ship Mesh Highlight filter

Why am I hearing about this for the first time?  Granted I don't think it would do any good with this model as I don't have the non .mesh file, but for a couple others it might be good to know.

It's actually an entity file that controls this with the minShadow and maxShadow settings at the bottom of the file.

When you turn on Ship Mesh Highlight Filter these values are used to add additional light to the mesh. minShadow is when zoomed in and maxShadow is when zoomed out.

You can do this simply by tweaking the data texture and setting these values without having the original model.

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Reply #10 Top

Quoting ZombiesRus5, reply 8
It's actually an entity file that controls this with the minShadow and maxShadow settings at the bottom of the file.

When you turn on Ship Mesh Highlight Filter these values are used to add additional light to the mesh. minShadow is when zoomed in and maxShadow is when zoomed out.

You can do this simply by tweaking the data texture and setting these values without having the original model.

Why did I not ask about those lines in the ask a modder thread ages ago before I redid all the textures in the mod. x_x Well Karma for you anyways. k1

Reply #11 Top

i noticed some of the textures are gaining an extra pixel in height somewhere in the process, but i corrected them for the battleship and they still arnt showing up

Reply #12 Top

I haven't downloaded your texture files but check your normal map file (.nm).  I don't know what program you use for creating your textures but by default the alpha channel in the nm is blank/black after you run the normal map filter on your .cl.  It took me forever to figure this out as it wasn't mentioned in any of the original modding supplements but you should copy the red channel into the alpha for your .nm.  If the alpha is blank/black in the normal map you get really wierd light reflection/effects on the model and it tends to be extremely dark from almost all angles.

 

Edit:  Gah... That should say "run the normal map filter on you .cl".  Woops.  Fixed now for any future references.

 

-dolynick

Reply #14 Top

Quoting angryalbatross, reply 9
... the colony and carrier ships work fine, but the siege, battleship, and support battleships are not displaying their textures correctly

You colony and carrier ship are not fine... cl texture are rgb in place of rgba... siege-battleship-support are in the good format ( rgba ) but the alpha channel is blank... mean that all the ships surface is team color... if team color was enable in your game setting, the ship in your first pic will not look black but will be green ( team color )...

As dolynick explain , the nm map are wrong ( but not the reason for your dark ship )... cl and da need to be saved in the dxt5 format, nm map in the dxt5n format ( this move copy the red channel to the alpha in a automatic way )...

Finally, none of your .dds have mipmap level ... mean that full texture will always be used, same when your ship is far away and his only a few pixel onscreen...

Next time, when you post a pic for texture problem, enable everything in your game setting ( team color, bloom, etc )... more easy for other to diagnose the problem...

EDIT : your .mesh are wrong too...

TXT
MeshData
    hasValidTangents TRUE

...

    NumVertices 5166
    Vertex
        Position [ 19.942768 24.385151 -368.685944 ]
        Normal [ -0.000000 0.000000 -1.000000 ]
        Tangent [ 0.000000 0.000000 0.000000 ]
        Color 0
        U0 0.526143
        V0 0.839205
        U1 0.000000
        V1 0.000000

Tangent was not created in xsi... having it on true when tangent are 0,0,0 and U1/V1 are 0,0 will lead to jumping shadow ingame( shadow jump from one poly to a other poly )...

A quick fix is to set "hasvalidTangents" on "FALSE" and replace all the "V1 0.000000" by "V1 1.000000"... so, the GPU will calculate the tangent on the fly... V1=1 simply define the handiness... value need to be -1 for any flipped poly that you have not correct previously...

For a good fix, return to the xsi stage and calculate the tangent and create the secondary UV set for tangent...

As your model have are not bevel on the edge, it is best to recalculate your normal and use angle weighted normal...

Will be best if your learn to segment, unfold UV map and optimize UV map... there is a lot of surface not used on your map, mean that you have less pixel for make high quality paint job... your UV seem to use axial projection who mean that zone who are not facing one of the axis will have some streching artifact...

There is maybe some other problems but for make a full check, i need the model in .obj format...

Reply #15 Top

Quoting angryalbatross, reply 13
THanks!!!! that solved the problem!

Glad it worked for you and you're welcome.  It took me the better part of a year or two of banging my head against the wall trying to figure out why my models didn't light properly before I finally stumbled across that bit of information myself.

 

-dolynick

Reply #16 Top

Quoting dolynick, reply 12
I don't know what program you use for creating your textures but by default the alpha channel in the nm is blank/black after you run the normal map filter on your .da. 

Strange that it work... da map is about light, specular, bloom, etc... normaly nm map is created from the cl map ( without the alpha ) in 2d software or by 3D tools like melody who use a low and high poly model...

Reply #17 Top

Quoting Thoumsin, reply 16
Quoting dolynick, reply 12I don't know what program you use for creating your textures but by default the alpha channel in the nm is blank/black after you run the normal map filter on your .da. 

Strange that it work... da map is about light, specular, bloom, etc... normaly nm map is created from the cl map ( without the alpha ) in 2d software or by 3D tools like melody who use a low and high poly model...

You're absolutely right that the da controls lighting and reflective properties of the materials.  Near as I can figure though, the nm has something to do with the reflection points/angles and their orientation and the alpha channel seems to play an important role in that.  If it's blank, it's almost like the model has no 3D shape and light only affects it from one very specific direction, as though it were a flat object.  I'm guessing here as I'm no expert, but that's the behavior I observed.  I'd almost put it as da is surface properties for light, while nm is, partly, surface geometry for light.  This sort of makes sense to me since bump geometry should interact with light projection on the model for shadows, etc.

 

-dolynick

Reply #18 Top

Quoting dolynick, reply 17
This sort of makes sense to me since bump geometry should interact with light projection on the model for shadows, etc.

Nope :

"The primary limitation with bump/normal mapping is that it perturbs only the surface normals without changing the underlying surface itself. Silhouettes and shadows therefore remain unaffected, which is especially noticeable for larger simulated displacements. This limitation can be overcome by techniques including the displacement mapping where bumps are actually applied to the surface or using an isosurface."

Sins .mesh have a field for displacement map but the engine don't use it... with bump/normal map, geometry is not changed, what is modified is the texture apply to the original geometry who give the illussion of relief...

Bump/normal mapping only modify the surface normal who modify how light is reflected...

Well, it is not my job to give a theoric cursus on light/shadow/specular/etc...

Reply #19 Top

Never said I was an expert.  Only sharing what I observed happens when that channel is missing and describing the effect.  That's what it looks like is happening.  Either way, your own post states that bump/normal mapping modifies how light is reflected... pretty much what I was trying to say anyways and it explains why the missing channel has such a darkening effect.

 

-dolynick

Reply #20 Top

will be bookmarking this topic, some nice info here.