Lighting problems - plaid pattern

Discussion in 'Mapping Questions & Discussion' started by Simulacron, Feb 17, 2016.

  1. Simulacron

    Simulacron L6: Sharp Member

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    Hello everyone,
    I have some weird problems with my lighting as you can see in the image below.
    I already checked for leaks and with the "Check for Problems" tool. What can I do that there isn't that weird plaid pattern?
    [​IMG]
     
  2. Dr. Orange

    Dr. Orange L6: Sharp Member

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    It's a problem with the texture. I've tried to use that particular texture before. It uses a normal map texture that doesn't exist in the game files, so instead it loads the default missing texture to use as a bump map. Try to use a different texture.
     
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  3. Simulacron

    Simulacron L6: Sharp Member

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    ok, thanks
     
  4. Vel0city

    aa Vel0city func_fish

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    @Shanghai_Minion , mind telling me what the name of that broken material is? I can make a bumpmap in like 5 minutes for it and post it on the forums.
     
  5. Simulacron

    Simulacron L6: Sharp Member

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    It's nature/blendrockgroundwall001 and 002
     
  6. Vel0city

    aa Vel0city func_fish

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    And they both have missing normals?
     
  7. Simulacron

    Simulacron L6: Sharp Member

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    They have this plaid pattern
     
  8. Simulacron

    Simulacron L6: Sharp Member

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    I'm sorry it's just 001 not 002
     
  9. Vel0city

    aa Vel0city func_fish

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    Alrighty
     
  10. Dr. Orange

    Dr. Orange L6: Sharp Member

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    It's better just not to use this texture. If I remember correctly, there's a texture that looks 99% like this. It's just a slightly different shade.
    Coming to think of it, most of the dirt textures in TF2 are the same texture just with different colors.
     
    • Agree Agree x 1
  11. radarhead

    aa radarhead Hands out ratings like cheap cigars

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    A lot of the textures in TF2 use the same base. Look closely at any concrete, wood, or brick texture and you'll see that most ofeach type uses the same base texture.
     
  12. Pocket

    aa Pocket func_croc

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    The reason is that 001 was made back before they introduced self-shadowed bumpmaps into Source (I guess) and it still refers to a nature/rockground001_normal that was replaced with nature/rockground001_height-ssbump at some point. But the rock wall's bump map is a normal map, and I think they have to be both one or the other for the blend material to work.