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February 26, 2021, 11:00:31 AM


MX Bikes beta15d available! :)

Normal maps

Started by 𝖙𝖋𝖈, October 11, 2014, 11:53:21 AM

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Hey  :D

Just wondered if anyone has experimented with normal maps? Using the stock ones that come with the example track everything looks great, but I tried making my own using crazybump? Worked great until I got them in map viewer....

Any ideas on what I'm doing wrong? same shininess setting as using the stock ones... also tried reducing intensity in crazybump.. 

Other than the odd thing I don't understand.. having a lot of fun with track editing!


Check that you have a specular map in the alpha channel of the normal map.


Thanks will double check  :D


Hey Snappe,

I have generated a spec map and put it in underneath the normal map as an alpha layer, and I'm still getting the crazy plastic look!..

Any ideas?


In fact, very strange. I re-did, didn't get so much of the shiny as I did before, went in game and don't see ANY shiny??? could it be a mapview thing?


It should be alpha channel, not a layer. Nothing wrong with normal / specular in mapview AFAIK!


Sorry, yes - that's what I meant.

In Gimp, add my normal map which appears blue, create alpha mask, paste the specular map in which appears black and white, and save the whole thing as say - mud_n.tga

Just tried it on another texture and the white shiny is back lol   :-\


I think being the first time I've played around with normals and speculars that my spec level was waaaay to bright..

I think lol


Sorry for the multitude of posts... Think I've got em good. What do you reckon? Normal mapped rutts  ;D (and all other surfaces of course ::))

Now on to foliage lol


Thanks man but I spend waaay to long messing with this stuff lol..