0 votes

I was trying to add normal maps to my tileset (autotile and tile atlas) and noticed when I added them everything was going dark, so I went and created a simple sprite to try and understand what was wrong, but ended up with the same result.

Without normal map:
Tile Sprite without normalmap
With normal map:
Tile Sprite with normalmap
The normal map was generated with Sprite Illuminator, and I tried inverting Y as well just in case, but the result is the same. The import settings are default, except for filtering which is disabled.

This happens with single sprites and atlas textures as well (which is why I was getting the same issue with the tileset.

Does anyone have any idea what I'm doing wrong here?

Godot version 3.4.3-stable-official
in Engine by (16 points)

1 Answer

0 votes

Found the problem:

The point lights I was testing with had a proper range>height value set, but I also had environment lights covering the rooms that were at height 0, and that's what was affecting the expected result.

by (16 points)
Welcome to Godot Engine Q&A, where you can ask questions and receive answers from other members of the community.

Please make sure to read Frequently asked questions and How to use this Q&A? before posting your first questions.
Social login is currently unavailable. If you've previously logged in with a Facebook or GitHub account, use the I forgot my password link in the login box to set a password for your account. If you still can't access your account, send an email to webmaster@godotengine.org with your username.