Hello fellow monkeys,
I ran into a problem and hoped someone could shed some light on it. First, this is my setup:
Win 7 64Bit
Blender 2.67 & 2,69
I created a simple asset in blender, a door. The mesh contains two different uv-maps, one for the diffuse texture and a corresponding normal map, one for baked ambient occlusion. I import this model into the sdk using the blender importer. I create a material file in the material editor, use Lighting.j3md as base, load all 3 textures into DiffuseMap, NormalMap and LightMap and check ‘Separate TexCoord’ on the left. From my understanding this should have been all that’s necessary to display the model correctly in-game.
However, here’s my problem:
I can’t get all three working at the same time. When I don’t use the LightMap, the NormalMap shows up just fine and all is bumpy and shiny. Once the LightMap is activated, the normalMap does not show up either in the scene composer or in the actual game.
Whe I leave the checkbox for separate texture coordinates unchecked, all three are displayed, but of course the LightMap is completely out of place. As I use heavy repeating and overlapping for the DiffuseMap, using the same uv map for all three is not an option.
I have tried various configuration combinations within the j3m-editor and I have even renamed the uv maps in blender in my desperate hope that having them ordered alphabetically - so that the ‘main’ uv map is on top - helps anything. Until now I haven’t had any success.
Does anyone have any experience in this matter? Has anyone had similar problems and maybe know of a way to overcome them? Any help is much appreciated.
Thank you and good night.