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giants editor crashes when i ad normal textures

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Created18.03.2020 05:27

Sean Pierce (seanpierce26) 18.03.2020 05:27
hello guys here iv been using giants editor 7.1.0 and i have a truck im working on im trying to make a shiny chrome for my bed and i can add diffuse textures and special textures just fine and everything else but i cant add normal textures iv looked everywhere for a fix and no luck

i dont know what would cause this any help would help thanks

here log

GIANTS Engine Runtime 7.0.0 (14455) 64bit (Build Date: Apr 10 2017)
Copyright (c) 2008-2016, GIANTS Software GmbH (, All Rights Reserved.
Copyright (c) 2003-2016, Christian Ammann and Stefan Geiger, All Rights Reserved.
Application: GIANTS Editor 64bit 7.1.0
Main System
CPU: Intel(R) Celeron(R) CPU N3050 @ 1.60GHz
Memory: 3953 MB
OS: Windows NT 10.0 64-bit
Physics System
Version: 5.9.5
Thread(s): 1
Sound System
Driver: OpenAL Software
Render System
Driver: OpenGL
Card Vendor: Intel
Renderer: Intel(R) HD Graphics
Version: 4.4.0 - Build
Shader Version: 4.40 - Build
Max. Texture Layers: 16
GL_AMD_depth_clamp_separate not supported
Started 1 threads for threadpool 'Render threadpool'
Hardware Profile
Level: Low (auto)
View Distance Factor: 0.750000
Shadow Quality: 0.000000 Size: 1 Filter-Size: 4
Shader Quality: 0
Skip Mipmaps: 1
LOD Distance Factor: 0.750000
Terrain LOD Distance Factor: 0.750000
Terrain Normal Mapping: Yes
Foliage View Distance Factor: 1.000000
Foliage Density: 0.300000
Volume Mesh Tessellation Factor: 1.500000
Tyre Tracks Segments Factor: 0.500000
Max. Number of Shadow Lights: 0
Max. Number of Lights: 512
Max. Number of Lights Per Cluster: 32
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Bilbo Beutlin (BBeutlin) 18.03.2020 05:47
In GE open the window "Material Editing", search for the material name you want to change.

Then open the i3d in a text editor.
In section <Files> you add your "". Be careful to choose an unused fileId.
In section <Materials> you search for the selected material and add your <Normalmap fileId=".."/>

Case the material uses a shader, you might have to adapt shader parameters.

If the GE still crashes, there's probably something wrong with your normalmap's graphics format.

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