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Re: lighting issue
[Re: LewyT]
#424662
06/20/13 04:01
06/20/13 04:01
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Malice
Unregistered
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Malice
Unregistered
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Is that specular lighting that needs to be changed the model material not that model creation ? I'm not sure. ent_mtlset (my, mtl_shaded ,1); or maybe
MATERIAL* mtl_sdark ={ ambient_blue = 0; ambient_green = 0; ambient_red = 0; diffuse_blue = 10; diffuse_green = 10; diffuse_red = 10; specular_blue = 0; specular_green = 0; specular_red = 0; power = 0;}
ent_mtlset (my, mtl_sdark ,1);
EDIT Final
Last edited by Malice; 06/20/13 04:11.
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Re: lighting issue
[Re: ]
#424678
06/20/13 09:21
06/20/13 09:21
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Joined: May 2009
Posts: 5,370 Caucasus
3run
Senior Expert
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Senior Expert
Joined: May 2009
Posts: 5,370
Caucasus
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There is no need in any of those materials, or UNLIT flags. Go throw this steps carefully (TESTED): * in WED, go to: File->Map Properties->Sun * set all three Sun values to 0 (if you'll need to have some shadows, from the moon let's say, then increase it) * set all three Ambient values, to something around 10-30 (depends on your needs, tweak this in future) * set 'sun_light' to 0 (this is the thing, that affects on models, throw the walls, thats why they are shinning a bit) It's tested and it works. If it doesn't work for you, then you've made something wrong. Greets
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Re: lighting issue
[Re: 3run]
#424700
06/20/13 14:59
06/20/13 14:59
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Joined: Jun 2009
Posts: 2,210 Bavaria, Germany
Kartoffel
Expert
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Expert
Joined: Jun 2009
Posts: 2,210
Bavaria, Germany
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if you don't need the sun you can try: vec_fill(sun_color, 0);
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