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Model lighting #96033
10/25/06 21:19
10/25/06 21:19
Joined: Aug 2002
Posts: 375
Germany
Salva Offline OP
Senior Member
Salva  Offline OP
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Joined: Aug 2002
Posts: 375
Germany
Hi!
I want to know because the models in wed don't are treated like the map entity, the side that is illuminated from the sun or from another light source is clearer while the opposite sides is darker with the shadows?



salva

Re: Model lighting [Re: Salva] #96034
10/25/06 21:33
10/25/06 21:33
Joined: Mar 2006
Posts: 752
Portugal
demiGod Offline
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demiGod  Offline
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Posts: 752
Portugal
well, i think it is like the way it should be. In real life if you are illuminated by a source light that side will be clearer than the opposite side. However, if you dont like that check unlit flag for the model.

Re: Model lighting [Re: demiGod] #96035
10/25/06 21:44
10/25/06 21:44
Joined: Aug 2002
Posts: 375
Germany
Salva Offline OP
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Salva  Offline OP
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Joined: Aug 2002
Posts: 375
Germany
Hi!
No you maybe have not understood, I mean a model imported in wed show the same brightness from all the sides, also if you put it in a dark room, or if you put it in a shadowed zone, while it should appear brighter from the side exposed to the sun/light, and darker from the opposite sides.

salva

Re: Model lighting [Re: Salva] #96036
10/25/06 22:12
10/25/06 22:12
Joined: Mar 2006
Posts: 752
Portugal
demiGod Offline
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demiGod  Offline
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Posts: 752
Portugal
Strange..Dont you a shader assigned to the model? Which skin/texture type do you have in the model? Which type of model? Did you check if you dont have a predefined variable affecting the lightning model? Unlit flag its checked?

Re: Model lighting [Re: demiGod] #96037
10/26/06 09:23
10/26/06 09:23
Joined: Aug 2002
Posts: 375
Germany
Salva Offline OP
Senior Member
Salva  Offline OP
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Joined: Aug 2002
Posts: 375
Germany
Hi!
The texture is not important, and the model type also, and for what you tell
I sould use a shader? maybe for each model a shader? then the engine will go in
-2000 fps!! the lighting system is the problem in 3dgs, they not affect model entity. Or maybe I are bad?


Salva

Re: Model lighting [Re: Salva] #96038
10/26/06 09:44
10/26/06 09:44
Joined: Mar 2006
Posts: 752
Portugal
demiGod Offline
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demiGod  Offline
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Joined: Mar 2006
Posts: 752
Portugal
Hey, i dont know how you are implementing your level (thats why i made those questions), but i never had that problem, yesterday i ran some simple tests using a hollow block, a model and using sun light and static and dynamic lights, z-buffer and stencil_shadows and the result its always the same: the side of the model affected by the light sources are always brighter than the other side like it should be.

So i think the problem must be in your level or game studio version. If you talk me about the 3dgs shadow system i agree with you, it really sucks! cause z-buffer shadows have hard edges and disappear at some camera angles and stencil shadows kills the framerate.

Re: Model lighting [Re: demiGod] #96039
11/07/06 06:56
11/07/06 06:56
Joined: Aug 2005
Posts: 312
Sweden
tindust Offline
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tindust  Offline
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Joined: Aug 2005
Posts: 312
Sweden
Did you search the forum? This has been discussed before. Check out this posting .

cheers,
tindust


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