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Ambient light only? #127940
05/04/07 05:31
05/04/07 05:31
Joined: Jun 2005
Posts: 59
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maxxoros Offline OP
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maxxoros  Offline OP
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I am working with a test scene and all the texture are baked and I am using model for the whole scene, so no need for any light source except an ambient light to cast "ambient" on all model.
However, after build, my scene is total black because there are no light to light up the scene
So, how could I add only an ambient light to my scene, I see that the light inside 3DGS is a point light only

Re: Ambient light only? [Re: maxxoros] #127941
05/04/07 09:29
05/04/07 09:29
Joined: Jun 2005
Posts: 59
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maxxoros Offline OP
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maxxoros  Offline OP
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Some example
The in-game screenshot

And
Ambient light only (what I want)


Last edited by maxxoros; 05/04/07 12:31.
Re: Ambient light only? [Re: maxxoros] #127942
05/05/07 12:04
05/05/07 12:04
Joined: Jun 2005
Posts: 59
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maxxoros Offline OP
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maxxoros  Offline OP
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Posts: 59
No one could help me
I really can not find a way to set only ambient light in A6

Re: Ambient light only? [Re: maxxoros] #127943
05/05/07 12:15
05/05/07 12:15
Joined: Dec 2005
Posts: 414
Munich, Germany
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Robotronic Offline
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Munich, Germany
What about setting the sun_light (which is directional) but using a special material for the model, which makes it non-sensitive for the sun_lights direction?

For a quick test:

A model usually gets the default material: mat_model

You can try the following instruction (also in-game):

vec_set (mat_model.diffuse_blue, vector(0,0,0));

This should remove the bright spots, while leaving the ambient intact.
If it works you could simply define a new material with the diffuse component set to zero.

Re: Ambient light only? [Re: Robotronic] #127944
05/05/07 12:45
05/05/07 12:45
Joined: Jun 2005
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maxxoros Offline OP
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maxxoros  Offline OP
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I have not tested but this method does not fit me. I have hundred object in scene and set material action for permodel is a huge and dull task..

Re: Ambient light only? [Re: maxxoros] #127945
05/05/07 13:27
05/05/07 13:27
Joined: Jan 2003
Posts: 4,615
Cambridge
Joey Offline
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Joey  Offline
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Cambridge
isn't there something as mat_model which applies for every model in the current level?

Re: Ambient light only? [Re: Joey] #127946
05/05/07 16:28
05/05/07 16:28
Joined: Mar 2006
Posts: 2,503
SC, United States
xXxGuitar511 Offline
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also try using the unlit flag if there are static lights around that might be messing it up...


xXxGuitar511
- Programmer
Re: Ambient light only? [Re: xXxGuitar511] #127947
05/05/07 16:35
05/05/07 16:35
Joined: Jun 2005
Posts: 59
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maxxoros Offline OP
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I never think this will be a big problem in A6

Re: Ambient light only? [Re: maxxoros] #127948
05/06/07 18:48
05/06/07 18:48
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maxxoros Offline OP
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Spend all day for searching a method, but fail... too bad

Re: Ambient light only? [Re: maxxoros] #127949
05/06/07 19:02
05/06/07 19:02
Joined: Mar 2006
Posts: 2,503
SC, United States
xXxGuitar511 Offline
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xXxGuitar511  Offline
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Ok, have another idea. In your script, call these [once] after the level has been loaded.

var fullvector[3] = 255, 255, 255;
vec_set(mat_model.diffuse_blue, fullvector);
vec_set(mat_model.ambient_blue, fullvector);
vec_set(mat_model.specular_blue, nullvector);
vec_set(mat_model.emissive_blue, nullvector);
mat_model.albedo = -100;


This should remove sun lighting. Also try setting sun_light = 0;


xXxGuitar511
- Programmer
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