blcks vs models

Posted By: wolodo87

blcks vs models - 08/24/09 14:41

Hello.
why are models brighter than blocks from WED? Expample:


There is no sun in the level. How can I make models as bright as level blocks? I havent found it in manual...
Posted By: Ayumi

Re: blcks vs models - 08/24/09 16:14

oh that s much:

Look at this lines:

http://manual.3dgamestudio.net/acknex.htm
Posted By: Puppeteer

Re: blcks vs models - 08/24/09 17:14

I think it is because there is no sun the blocks are just black
Posted By: wolodo87

Re: blcks vs models - 08/24/09 20:39

so do I have to adjust material properties for models in MED to achieve same brightness?
Posted By: Puppeteer

Re: blcks vs models - 08/24/09 20:45

first you should try to activate the sun to see if i was right or wrong ^^
Posted By: wolodo87

Re: blcks vs models - 08/24/09 22:27

you were right but i knew that blocks are black without sun or other light source. they are slightly visible in that picture because i set up ambient 44 44 44 for map. so you know how to set up models to be lit like blocks? could it be diffuse or ambient material property?
Posted By: Blink

Re: blcks vs models - 08/25/09 02:35

this is a simple fix (at least its easy with A6). if you go to the project manager and add the materials, you can adjust the blocks, models, sprites, etc. this way, you can change the ambients, albedo, and so on. i had that same issue until i started playing around with the customizations in the project manager. now mind you, i dont know how it works with A7, but thats how its fixed in A6.
Posted By: wolodo87

Re: blcks vs models - 08/25/09 09:40

taht wont work, because I use .c files, not wdl. But I found out something else...


I used this:
my.material = mat_shaded;

mat_shaded should be default material of the level blocks.

The first problem was, that it didnt work, when the model was created by exporting from WED. I had to reskin it in MED, than it worked.
But the blocks are still a little bit different. Is it because of lighting engine? I use just static lights, no sun, no ambient.
Posted By: bart_the_13th

Re: blcks vs models - 08/25/09 11:39

AFAIK,if you want to use model as level, dont forget to add a block of "floor" below the model.
Model affected by static light as a whole, so you cant have partially bright and partially dark, not without lightmapping at least->Use lightmapper software). So I think you should set thedynamic flag on the light.
Posted By: wolodo87

Re: blcks vs models - 08/25/09 12:55

Thanks for answer. So there is no way to make models look same as blocks without additional lightmap.
I am trying to create building with 2 floors and use top down camera. So when the player is at the bottom floor, everythig above ceiling should be invisible. I wanted to make whole floor and roof from models to achieve this. Or is it possible to clip level blocks at some conditions?
Posted By: bart_the_13th

Re: blcks vs models - 08/26/09 08:59

For game like that, I'll choose using shadow mapping shader or just stencil shadow with dynamic lights. That will give almost the same result.
Posted By: wolodo87

Re: blcks vs models - 08/26/09 13:27

or maybe I should divide level into several parts, interiors and exterior separated laugh
Posted By: Fisch

Re: blcks vs models - 09/13/09 16:17

If you don't want to do lightmapping, you may adjust the ambient of the model in its action.
This way you can solve the problem of brighter models, but not partial lightning.
Posted By: wolodo87

Re: blcks vs models - 09/16/09 15:20

jop, i solved it similar way. but i also realized that it wont work as i first thought so i made one level for upfloor and one for down floor. simple and effective laugh
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