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.ambient broken in A6 #46389
05/21/05 18:12
05/21/05 18:12
Joined: Feb 2004
Posts: 347
BigBrainz Offline OP
Senior Member
BigBrainz  Offline OP
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Joined: Feb 2004
Posts: 347
. . . at least as far as we can tell. Here's the relevant thread.

Re: .ambient broken in A6 [Re: BigBrainz] #46390
05/23/05 08:49
05/23/05 08:49
Joined: Jul 2000
Posts: 27,987
Frankfurt
jcl Offline

Chief Engineer
jcl  Offline

Chief Engineer

Joined: Jul 2000
Posts: 27,987
Frankfurt
The answers given to you by other users were correct: just read the manual section about materials.

In the beta manual on the manual forum you'll also find a description of the A6 lighting algorithm and how the ambient parameter works.

Re: .ambient broken in A6 [Re: jcl] #46391
05/23/05 09:28
05/23/05 09:28
Joined: Dec 2000
Posts: 4,608
mk_1 Offline

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mk_1  Offline

Expert

Joined: Dec 2000
Posts: 4,608
The only way is to change material parameters. Oh well, now I have a lot of entities (ca. 30) that all need different ambient values. I don't think the solution is to give every single entity a different material...


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Re: .ambient broken in A6 [Re: mk_1] #46392
05/23/05 09:47
05/23/05 09:47
Joined: Jul 2000
Posts: 27,987
Frankfurt
jcl Offline

Chief Engineer
jcl  Offline

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Joined: Jul 2000
Posts: 27,987
Frankfurt
No, I don't think this either. Again, it's all in the lighting engine section of the newest beta manual.

Re: .ambient broken in A6 [Re: jcl] #46393
05/23/05 10:05
05/23/05 10:05
Joined: Dec 2000
Posts: 4,608
mk_1 Offline

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mk_1  Offline

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Dunno how a description of the light calculation shall help me solving my problem.


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Re: .ambient broken in A6 [Re: mk_1] #46394
05/23/05 10:46
05/23/05 10:46
Joined: Jul 2000
Posts: 27,987
Frankfurt
jcl Offline

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jcl  Offline

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Posts: 27,987
Frankfurt
Hmmm. Sad to hear that, but it will at least help other users then.

Re: .ambient broken in A6 [Re: mk_1] #46395
05/23/05 17:40
05/23/05 17:40
Joined: Sep 2003
Posts: 4,959
US
G
Grimber Offline
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Grimber  Offline
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materials can effect how an entity is lite ( thats what materials and shaders do afterall, effect pixel color intensity)

since most the materials i've seen use some form of ambient light setting influance. adjusting the entitys overall ambient setting I think would be overriden by the materials effects.

only solutions i can think of alter your overall level lighting intensityes ( sun/level ambiance to get overall more or less lighting influnace

or alter the models skin, giving it more or less contrast/brightness

Re: .ambient broken in A6 [Re: Grimber] #46396
05/23/05 18:01
05/23/05 18:01
Joined: Dec 2000
Posts: 4,608
mk_1 Offline

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mk_1  Offline

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Posts: 4,608
This is no solution for me. It depends on where the entities location and changes fast.
jcl, please don't tell me this isn't possible just because materials overrule .ambient.


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Re: .ambient broken in A6 [Re: jcl] #46397
05/23/05 18:40
05/23/05 18:40
Joined: Feb 2004
Posts: 347
BigBrainz Offline OP
Senior Member
BigBrainz  Offline OP
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Joined: Feb 2004
Posts: 347
JCL,

Pretty simple--thanks.

For the clarification of other users, it sounds like it's accurate to say that entity.ambient indeed does NOT work in the A6 engine (at least not in the same way it did in A5). Apparently that's a good thing though, because it's been replaced by something better.

And I think the important thing for me to figure out was that many video cards currently default the engine to A5 mode.

Re: .ambient broken in A6 [Re: BigBrainz] #46398
05/23/05 19:26
05/23/05 19:26
Joined: Oct 2003
Posts: 4,131
M
Matt_Aufderheide Offline
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Matt_Aufderheide  Offline
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Joined: Oct 2003
Posts: 4,131
My.ambient DOES work, i use it all the time. Just include materials.wdl in your scripts, and it should be fine.

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