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Turn off gouraud #102041
12/13/06 20:09
12/13/06 20:09
Joined: Dec 2005
Posts: 252
MyOwnKingdom
nipx Offline OP
Member
nipx  Offline OP
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Joined: Dec 2005
Posts: 252
MyOwnKingdom
I've just create a model in med. Because it's peaky I used several cubes... Now when I use it in my level it looks like this:






Is there a way to avoid this "effect"?



thx nipx

Re: Turn off gouraud [Re: nipx] #102042
12/13/06 22:49
12/13/06 22:49
Joined: Aug 2005
Posts: 336
Connecticut
Galen Offline
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Galen  Offline
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Joined: Aug 2005
Posts: 336
Connecticut
I'm having this same issue with some of my models. When they're "lit" (unlit udne properties is not checked) this isn't so apparent, but when set to unlit, that shading looks pretty funky. A column made up of separate but identical segments ends up looking like it was made of separate segments because of the shading, which doesn't extend naturally down the length of the model, but for each segment.

I'd love to know how to fix this.

Re: Turn off gouraud [Re: Galen] #102043
12/14/06 22:38
12/14/06 22:38
Joined: Aug 2005
Posts: 336
Connecticut
Galen Offline
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Galen  Offline
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Posts: 336
Connecticut
Anybody?

Re: Turn off gouraud [Re: Galen] #102044
12/15/06 00:41
12/15/06 00:41
Joined: Dec 2005
Posts: 414
Munich, Germany
R
Robotronic Offline
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Robotronic  Offline
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Posts: 414
Munich, Germany
Iīm not sure if I have understood your problem but if you want smooth lighting with gouraud shading, the vertices of the different parts have to be merged.
If you want a hard transition, donīt merge the vertices. Both methods can be desired and useful.
The model in the picture looks as if the vertices are not merged, in other words the model has several separated meshes. Just select the vertices and merge them in MED, then the transition will be smooth.

Re: Turn off gouraud [Re: Robotronic] #102045
12/15/06 03:21
12/15/06 03:21
Joined: Aug 2005
Posts: 336
Connecticut
Galen Offline
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Galen  Offline
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Posts: 336
Connecticut
How does one turn off gouraud shading? And can this be done individually for specific models?

Thanks.

Re: Turn off gouraud [Re: Galen] #102046
12/15/06 09:26
12/15/06 09:26
Joined: Oct 2002
Posts: 8,939
planet.earth
ello Offline
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ello  Offline
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planet.earth
in an effect set: ShadeMode = flat;

Re: Turn off gouraud [Re: ello] #102047
12/19/06 23:35
12/19/06 23:35
Joined: Aug 2005
Posts: 336
Connecticut
Galen Offline
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Galen  Offline
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Joined: Aug 2005
Posts: 336
Connecticut
Do you mean create an .fx file with "ShadeMode = flat;" in it? When I do that and attach it to the skin in my model, I get the x3000 error ("=" unexpected token). I have a strong feeling I'm not doing this right...

Re: Turn off gouraud [Re: Galen] #102048
12/21/06 22:49
12/21/06 22:49
Joined: Aug 2005
Posts: 336
Connecticut
Galen Offline
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Galen  Offline
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Joined: Aug 2005
Posts: 336
Connecticut
Can anyone add to this?

Re: Turn off gouraud [Re: Galen] #102049
12/21/06 23:02
12/21/06 23:02
Joined: Dec 2005
Posts: 414
Munich, Germany
R
Robotronic Offline
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Munich, Germany
According to Conitec you just have to use mat_flat, one of the predefined materials.
Here is a link to the thread:

Turn off Gouraud

Re: Turn off gouraud [Re: Robotronic] #102050
12/22/06 00:01
12/22/06 00:01
Joined: Aug 2005
Posts: 336
Connecticut
Galen Offline
Senior Member
Galen  Offline
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Joined: Aug 2005
Posts: 336
Connecticut
I get a "Parameter unknown material" error when I try to run the level in reference to the "nogouraud.wdl" file I created to include the material action:
action MyFlatEntity
{
wait(1); // just to be safe
material= mat_flat;
}

I added the .wdl to the main level .wdl file, and added it as an action to the models I want to use it on. Any suggestions on what I might be doing wrong? Thanks...

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