MED Lighting + WED Rendering

Posted By: Kratus

MED Lighting + WED Rendering - 11/15/06 15:18

I am having a problem with the lighting inside the Model Editor. When I save it, and bring it into WED, it seems as though the lighting has been rendered twice, and it is extremely bright.
What it looks like in the model editor as Texture+Gouraud:

This is what it looks like rendered in WED (Note: The entity is just in a hallow cube with default settings on everything. No special lighting!):


As you can tell, it looks wrong, and you cannot notice the cushion texture.
Is there a way to disable the default lighting in WED, or another way to fix this problem?
Posted By: demiGod

Re: MED Lighting + WED Rendering - 11/15/06 16:42

In MED you can apply material properties to the model and see how it looks at engine rendering (engine preview...), however, in WED editor there are other things that affect the model, like if you are using sunlight (its color, altitude and azimuth), other dynamic lights or static lights, albedo, ambient. You must play with those properties to meet your needs.

If you dont want the model to be affected by lights check the unlit flag at object properties.
Posted By: zwecklos

Re: MED Lighting + WED Rendering - 11/15/06 18:26

EDIT: grml I didnt read Demigods answer

just make it so

cheers
Posted By: JibbSmart

Re: MED Lighting + WED Rendering - 11/16/06 06:30

MED seems to render lighting out of 256 as a maximum, while the engine has light levels of 100 as fully lit and any more washes it out. as demiGod and zwecklos said, use the engine preview option in MED to see how it will actually look.

julz
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