Gamestudio Links
Zorro Links
Newest Posts
Executing Trades on Next Bar Open
by Zheka. 06/20/24 14:26
Lapsa's very own thread
by rki. 06/19/24 11:27
A simple game ...
by VoroneTZ. 06/18/24 10:50
Face player all the time ...
by bbn1982. 06/18/24 10:25
Zorro Beta 2.61: PyTorch
by jcl. 06/10/24 14:42
New FXCM FIX Plugin
by flink. 06/04/24 07:30
AUM Magazine
Latest Screens
The Bible Game
A psychological thriller game
SHADOW (2014)
DEAD TASTE
Who's Online Now
2 registered members (AndrewAMD, degenerate_762), 1,213 guests, and 7 spiders.
Key: Admin, Global Mod, Mod
Newest Members
Mino, squik, AemStones, LucasJoshua, Baklazhan
19061 Registered Users
Previous Thread
Next Thread
Print Thread
Rate Thread
Exporting from WED to MED #140009
07/07/07 10:58
07/07/07 10:58
Joined: Mar 2006
Posts: 724
the Netherlands
Frits Offline OP
User
Frits  Offline OP
User

Joined: Mar 2006
Posts: 724
the Netherlands
In my level I have created a lot of doorposts, framerate is dropping, so I changed it into a model.
Selected the doorpost, exported as a model to MED (new possibility in A7).
But the result is a lot different then the original, the color is much brighter and the texture is seen as separated on the different parts.
Here is an image of what I mean;


Shot at 2007-07-07

Has anyone an idea how to prevent those events?


I like to keep scripting simple, life is hard enough as it is.
Regards,
Frits
Re: Exporting from WED to MED [Re: Frits] #140010
07/07/07 11:39
07/07/07 11:39
Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
Pappenheimer Offline
Senior Expert
Pappenheimer  Offline
Senior Expert

Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
The lighting/shadowing of level blocks and that of models ist different.

You should use the imported door in MED only as measure for the proportions for the door model wich you build up from scratch in MED.

Even then the lighting/shadowing will be different. Maybe, choosing a lower ambient for the model, or setting its unlit flag, will change the lighting as you please..

Re: Exporting from WED to MED [Re: Pappenheimer] #140011
07/18/07 01:30
07/18/07 01:30
Joined: Aug 2005
Posts: 336
Connecticut
Galen Offline
Senior Member
Galen  Offline
Senior Member

Joined: Aug 2005
Posts: 336
Connecticut
There's an option when exporting from WED (A7) to MDL7 for "Faces Separation"--if you choose that, then you don't get that broken-up look with different shading for different blocks (with those "seams" you're seeing in that left picture). What you get instead is the consistent shading effect across a number of different blocks like in the right-side picture. So there's something going on there with geometry/shading, but it doesn't necessarily mean the model needs to be built again from scratch. I had this same problem previously with A6, and nobody really had an explanation for it, but now I see the difference in A7 and know that one does not have to rebuild a model to fix this.

Re: Exporting from WED to MED [Re: Galen] #140012
07/18/07 06:19
07/18/07 06:19
Joined: Mar 2006
Posts: 3,538
WA, Australia
J
JibbSmart Offline
Expert
JibbSmart  Offline
Expert
J

Joined: Mar 2006
Posts: 3,538
WA, Australia
it's called gouraud shading and is best to turn off with pappenheimer's tweaking or open the model in MED, go to its skin, go to its material settings and put all the diffuse on zero and turn up the ambient.

however, it shouldn't be necessary to change such a simple geometric structure to a model to increase performance. i'm no expert but using the WED block version (with [detail] flag set) may help your fps and still have the precalculated lighting.

galen's flat-shading may suffice depending on what you're going for.

julz


Formerly known as JulzMighty.
I made KarBOOM!
Re: Exporting from WED to MED [Re: JibbSmart] #140013
07/18/07 08:04
07/18/07 08:04
Joined: Mar 2006
Posts: 724
the Netherlands
Frits Offline OP
User
Frits  Offline OP
User

Joined: Mar 2006
Posts: 724
the Netherlands
Thanks guys, I will try your suggestions.


I like to keep scripting simple, life is hard enough as it is.
Regards,
Frits

Moderated by  HeelX, rvL_eXile 

Gamestudio download | chip programmers | Zorro platform | shop | Data Protection Policy

oP group Germany GmbH | Birkenstr. 25-27 | 63549 Ronneburg / Germany | info (at) opgroup.de

Powered by UBB.threads™ PHP Forum Software 7.7.1