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Question by Bearpierro · Sep 06, 2015 at 04:48 AM · meshuv mappingnormal map

Custom Cube Mesh Incompatible with Normal/Height Maps

Hey everyone,

I was given this batch of scripts that allow my team to create and scale walls very quickly. Textures tile and scale with them in real time without need for tampering/re-scaling. Here we are 6+ months later and my team and I have built a game around them. Every wall. Only now are we discovering the problem: Whenever a Normal Map or Height Map is attached 4 of the 6 faces of the cube turn pitch black. The other 2 faces map correctly. Diffuse and Occlusion maps are fine.

alt text

We've tried a few things but like I said, we didn't write the scripts and aren't exactly sure how they work. We believe it's a problem with the UV settings since the black sides don't catch any light. I'll attach the scripts in a zipped file since there are a few. The ones that actually effect uvs and are important are inside: CombineMeshGroup, TangentSolver, LevelBlockingMesh_Cube, and LevelBlockingMesh.

If anyone could take a look or offer some troubleshooting advice we'd be extremely grateful. This basically determines the release date of our game since we might have to rebuild every wall in the game.

Thanks in advance for any help you an offer.

LevelBlockingMeshScripts

cellblockwall.png (100.8 kB)
levelblockingmeshscripts.zip (4.0 kB)
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