blender-xray
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An incredibly weird bug that affects Normal Maps.
Current latest version, that is 2.18.2.
So, I think it was after 2.13.2 or even 2.10, but I have noticed that, when you export the .ogf using PavelBlend, the normal map is incorrect.
I will make a comparison to make this easier to understand: In Blender, after making model, export as .object, add this .object file to Stalker SDK's Actor Editor, export as .ogf (including HQ Geometry). The model is made, with the normal map acting "normally" in terms of DirectX, meaning the Y is reverse. In Blender, after making model, export as .ogf (HQ Geometry is enabled). The model is made, but the normal map acts like it's in OpenGL, meaning the Y is not inversed.
Not sure if this is valid info but yes, there are two image textures and it picks the first one, which is the diffuse, always, never the bump map. Either way, I did remove any "extra" textures and it still caused that normal map change.
Of course, in STALKER, the normal map is different, where Blue is the Green channel instead and Blue needs to be inversed. But, in the case of PavelBlend, it somehow changes how the normal map works and instead has the DirectX normal map act incorrect.
I know this may sound crazy, but I have tried it many times to find it out and I know for sure it's PavelBlend. It also makes no sense, how can a model change how a normal map works?
If you need any help, such as, the models I used and the normal map, I'll happily provide. This bug is just incredibly weird and it can cause massive inconsistency errors.