by Reinchard2 » Mon Oct 01, 2018 11:28 am
You're the guy that make normals/specs/heightmaps for Hoover1974 pack, right? If so, I hate to say it, but I look at some of your normals and heightmaps and I see that you made it in incorrect way. In normals you must be carrefull with your Red/Green channels - green channel decides which part of Y "offset" illusion is bump, and red decides of "X" "offset" illusion. In heightmaps darker areas are deeper, and areas near white are close to the camera (in case of GZDoom shader this is actually flip, but the rule is the same). I'll show you an example:
It's normal map for my star texture:
https://imgur.com/iMy0pYf
Notice that yopu can clearly see the light direction - lighten areas from green channel are on top of bumped parts and dark are at the bottom.
And here is correct heightmap:
https://imgur.com/Be7EpKK
You're the guy that make normals/specs/heightmaps for Hoover1974 pack, right? If so, I hate to say it, but I look at some of your normals and heightmaps and I see that you made it in incorrect way. In normals you must be carrefull with your Red/Green channels - green channel decides which part of Y "offset" illusion is bump, and red decides of "X" "offset" illusion. In heightmaps darker areas are deeper, and areas near white are close to the camera (in case of GZDoom shader this is actually flip, but the rule is the same). I'll show you an example:
It's normal map for my star texture:
https://imgur.com/iMy0pYf
Notice that yopu can clearly see the light direction - lighten areas from green channel are on top of bumped parts and dark are at the bottom.
And here is correct heightmap:
https://imgur.com/Be7EpKK