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blcks vs models #286302
08/24/09 14:41
08/24/09 14:41
Joined: Jan 2009
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Slovakia
wolodo87 Offline OP
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Hello.
why are models brighter than blocks from WED? Expample:


There is no sun in the level. How can I make models as bright as level blocks? I havent found it in manual...

Re: blcks vs models [Re: wolodo87] #286313
08/24/09 16:14
08/24/09 16:14
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Germany
Ayumi Offline
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oh that s much:

Look at this lines:

http://manual.3dgamestudio.net/acknex.htm

Re: blcks vs models [Re: Ayumi] #286327
08/24/09 17:14
08/24/09 17:14
Joined: Jan 2007
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Deutsch Niedersachsen
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I think it is because there is no sun the blocks are just black


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Re: blcks vs models [Re: wolodo87] #286345
08/24/09 20:39
08/24/09 20:39
Joined: Jan 2009
Posts: 57
Slovakia
wolodo87 Offline OP
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so do I have to adjust material properties for models in MED to achieve same brightness?

Re: blcks vs models [Re: wolodo87] #286346
08/24/09 20:45
08/24/09 20:45
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first you should try to activate the sun to see if i was right or wrong ^^


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Re: blcks vs models [Re: wolodo87] #286358
08/24/09 22:27
08/24/09 22:27
Joined: Jan 2009
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Slovakia
wolodo87 Offline OP
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you were right but i knew that blocks are black without sun or other light source. they are slightly visible in that picture because i set up ambient 44 44 44 for map. so you know how to set up models to be lit like blocks? could it be diffuse or ambient material property?

Re: blcks vs models [Re: wolodo87] #286377
08/25/09 02:35
08/25/09 02:35
Joined: Jan 2006
Posts: 2,157
Connecticut, USA
Blink Offline

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this is a simple fix (at least its easy with A6). if you go to the project manager and add the materials, you can adjust the blocks, models, sprites, etc. this way, you can change the ambients, albedo, and so on. i had that same issue until i started playing around with the customizations in the project manager. now mind you, i dont know how it works with A7, but thats how its fixed in A6.


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Re: blcks vs models [Re: wolodo87] #286426
08/25/09 09:40
08/25/09 09:40
Joined: Jan 2009
Posts: 57
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wolodo87 Offline OP
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taht wont work, because I use .c files, not wdl. But I found out something else...


I used this:
my.material = mat_shaded;

mat_shaded should be default material of the level blocks.

The first problem was, that it didnt work, when the model was created by exporting from WED. I had to reskin it in MED, than it worked.
But the blocks are still a little bit different. Is it because of lighting engine? I use just static lights, no sun, no ambient.

Re: blcks vs models [Re: wolodo87] #286454
08/25/09 11:39
08/25/09 11:39
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bart_the_13th Offline
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AFAIK,if you want to use model as level, dont forget to add a block of "floor" below the model.
Model affected by static light as a whole, so you cant have partially bright and partially dark, not without lightmapping at least->Use lightmapper software). So I think you should set thedynamic flag on the light.

Re: blcks vs models [Re: wolodo87] #286468
08/25/09 12:55
08/25/09 12:55
Joined: Jan 2009
Posts: 57
Slovakia
wolodo87 Offline OP
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Thanks for answer. So there is no way to make models look same as blocks without additional lightmap.
I am trying to create building with 2 floors and use top down camera. So when the player is at the bottom floor, everythig above ceiling should be invisible. I wanted to make whole floor and roof from models to achieve this. Or is it possible to clip level blocks at some conditions?

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