I apologize if this is in the wrong forum. I've searhed again prior to posting my question, but still haven't found anything. I've made a normal, diffuse, and spec map for one of my wall textures, and cannot figure out how to edit my room segment's script to have it applied into the game when tested.
This is a section of the script I have for the room that I've been trying to get to work:
partmode4 = 0
meshname4 = meshbankww2franceroomsbunker_storage_areawall_mid_a.x
offx4 = 50
offy4 = 0
offz4 = 0
rotx4 = 0
roty4 = 90
rotz4 = 0
texture4 = texturebankuserwallsplasterwall1.tga
textured4 = texturebankuserwallsplasterwall1_d.tga
texturen4 = texturebankuserwallsplasterwall1_n.tga
textures4 = texturebankuserwallsplasterwall1_s.tga
transparency4 = 0
effect4 = effectbankbumpcubereflectalphabumpcubereflectalpha.fx
colmode4 = 1
csgmesh4 =
csgmode4 = 0
csgimmune4 = 0
lightmode4 = 0
multimeshmode4 = 1
materialindex4 = 2
I assume that "texture 4 is the original texture, and "textureS" stands for SPEC MAP, "textureN" stands for Normal Map, and so on, so that's how I threw in my texture maps. I read through the manual for applying normal maps to a metal barrel, so I threw in the:
effectbankbumpcubereflectalphabumpcubereflectalpha.fx effect as stated in the tutorial. But, when I test the game, and add dynamics lighting, the textures still appear flat, and sometimes, the walls are entirely white. Is there something simple I am doing wrong?
-Kravenwolf