Don't give up that soon
This is called debugging.
First, check your variables:
/r_normalmapping 1
Second, try getting one of the original weapons to work with normal maps:
Let's try with M4.
open your ET-XreaL\tcetest\pak2.pk3
open: pak2.pk3/scripts/models_weapons2_elite.shader
Use find function (search for
m4_main keyword) to find this shader:
Code:
//////////// m4 ////////////////////
models/weapons2/m4/m4_main
{
{
map textures/effects/envmap_elite_90.tga
rgbGen lightingdiffuse
tcGen environment
}
{
map models/weapons2/m4/m4_maintrans.tga
//blendFunc GL_ONE GL_ZERO
blendFunc GL_DST_COLOR GL_ZERO
rgbGen identity
}
{
map models/weapons2/m4/m4_main.tga
blendFunc GL_ONE GL_ONE
rgbGen lightingdiffuse
}
}
Modify it so that it will look like this:
Code:
//////////// m4 ////////////////////
//models/weapons2/m4/m4_main
//{
// {
// map textures/effects/envmap_elite_90.tga
// rgbGen lightingdiffuse
// tcGen environment
// }
// {
// map models/weapons2/m4/m4_maintrans.tga
// //blendFunc GL_ONE GL_ZERO
// blendFunc GL_DST_COLOR GL_ZERO
// rgbGen identity
// }
// {
// map models/weapons2/m4/m4_main.tga
/// blendFunc GL_ONE GL_ONE
// rgbGen lightingdiffuse
// }
//}
models/weapons2/m4/m4_main
{
diffusemap models/weapons2/m4/m4_main.tga
normalmap models/weapons2/m4/m4_main_local.tga
specularmap models/weapons2/m4/m4_main_w.tga
}
Don't forget to save it! (in the pak)
Then download this test normal map:
http://rapidshare.com/files/426868374/pak7.pk3
It is already in pk3 file with appropriate folder structure. Put it in your ET-XreaL/tcetest folder.
Now test it again using that testmap. Note that M16, M4SOPMOD and SPR share the M4 "body" shader, so all of them will get partially normal mapped (except M4, which will be completely normal mapped).
Btw.. Can you show me some screens of that test_weap map? How does it work for you? Also, can you show me the output of the console? (when in main menu, set /logging 1)
cheers!