I don't think there is whole a lot of actual documentation for idTech 4 as you can imagine idSoftware was never good at having user friendly / designer friendly tech :) However, unlike any other engine, idTech 4 comes with full source code: Doom 3 : https://github.com/TTimo/doom3.gpl Doom 3 BFG :…
We're testing rolling over the studio to this (it turns out the Unity option syncs to our engine). A couple of small issues have come up: - If we export an OBJ from Max with "Normals" unchecked, baking results in a grey tangent space map (with the Unity export option). - Re-exporting an OBJ while handplane is open -…
Again, if you triangulate your mesh in Maya after you bake, the mesh normals change. So if you're baking in Maya and triangulating in Maya before export, you should lock your mesh normals. If you're triangulating somewhere else, like on load, then you just need to make sure your mesh normals aren't being changed when it…
EQ are you saying we should lock the normals of the low poly before we send it to game? You said source mesh which is Maya terminology for the high poly so I'm not sure which mesh you're talking about. And what is the value in triangulating the mesh if the normals are already locked. I'll post the artists exact workflow…
I'm using handplane for the first time converting a Object space normal map generated in 3dsmax to a Source engine tangent space map. I have all the settings configured and it shades correctly but I'm getting this horrible aliasing along soft edges. I've exported to multiple formats (FBX, OBJ and SMD) and tried all sorts…
I apologize if this has been asked before but I couldn't find an answer. I was wondering if someone knew what's best to do when incorporating Hand Plane into your workflow in regards to how the object space map is baked. When using Xnormal to bake the map and considering that the target engine doesn't support custom…
Please post with any problems you have related to normal maps made in handplane. www.handplane3d.com/ to download the latest build UPDATE: We just finished testing an update for handplane v1.1. There are some bug fixes along with one major simplification of workflow. We have added a new option for "baked in" that…
Great, yes we are also using uv splits when appropriate. We'll investigate handplane shortly to fix up the normal maps we get out of xNormal. As far as I know our engine triangulates quads the same as Maya, we had an issue in the past getting mirrored normal maps to look correct so I think it is all sorted. Do you have a…
tangent to object (or just tangnet to tangent) is something I would like to do. It wouldn't be hard to implement but there are serious limitations around the quality of the tangent space map being converted. I would expect that old dds compressed tangent space normals will not convert well. Also, any inaccuracy in our…
Sorry for missing the question before, the engine I trying to output will be CryEngine, but I know CryEngine support wasn't available, so 3ds Max is the nearest to what I wanted to have. The reason why I was using Edit Normal was because it will try to average a selection of normals as much as possible, therefore reducing…