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sunlight and specularnormal shaders = wtf
#310448
02/14/10 21:23
02/14/10 21:23
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Joined: May 2009
Posts: 1,816 at my pc (duh)
darkinferno
OP
Serious User
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OP
Serious User
Joined: May 2009
Posts: 1,816
at my pc (duh)
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ok, i dont know how many of you guys have played with the lighting of this engine but if you have you'd see that the sun_light variable is the most useless p.o.s ever, i mean, with it on, your models get a directional lighting even in a pitch dark room, turn it off and your models become flat and boring, it shouldve been like a property of a model, so i could say:
my.sunlit = such
that way i could determine how much each model is affected by it, what does this have to do with shaders? well.. i made a small shader viewer and it seems almost all the shaders made for this engine depends on that.. i created a test level, sunlight set to 0, models ambient and albedo set to 0 and yet almost all the spec shaders i try make the whole model lit... totally fake, i came closest with boh_havocs new shaders but its still not perfect.. anyone have any idea about this?
because currently, none of these shaders seem suitable for a game that might have dark levels...
[sorry for the rant, lol, been tweaking and testing every shader i could find for the past few weaks so.. lol, its finally getting to me]
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Re: sunlight and specularnormal shaders = wtf
[Re: darkinferno]
#310464
02/14/10 22:07
02/14/10 22:07
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Joined: Mar 2006
Posts: 3,538 WA, Australia
JibbSmart
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Expert
Joined: Mar 2006
Posts: 3,538
WA, Australia
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As far as I know you're a good programmer, so I highly recommend doing the shader tutorials and then writing them yourself. As far as I'm concerned shaders are the easiest part of programming with A7, and this way you can easily add whatever parameters you want.
As such, I never use the default shaders, but I would've thought they'd have some parameters you can change on a per-entity basis through skills.
Jibb
PS: I didn't intentionally begin every sentence with "as"
Formerly known as JulzMighty. I made KarBOOM!
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Re: sunlight and specularnormal shaders = wtf
[Re: pararealist]
#310567
02/15/10 16:52
02/15/10 16:52
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Joined: Jul 2005
Posts: 1,930 Austria
Dark_samurai
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Joined: Jul 2005
Posts: 1,930
Austria
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But this is a DX problem. Lights in DX ignore other entities, otherwise they would create realtime shadows (=> slow).
So why don't you set the sun_light to a default value, and just set the ambient value of the entity to 0 if it is in a dark area (you can do this by tracing to the ground, see c_trace() or theoretically it should be done automatically).
Does this problem also occur with the default shaders?
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Re: sunlight and specularnormal shaders = wtf
[Re: Dark_samurai]
#310588
02/15/10 19:27
02/15/10 19:27
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Joined: Mar 2006
Posts: 2,252
Hummel
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Expert
Joined: Mar 2006
Posts: 2,252
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turn it off and your models become flat and boring in a closed room with no point light sources you would usually get deepest darkness, so why dont using some?
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Re: sunlight and specularnormal shaders = wtf
[Re: Hummel]
#310590
02/15/10 19:54
02/15/10 19:54
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Joined: May 2009
Posts: 1,816 at my pc (duh)
darkinferno
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OP
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Joined: May 2009
Posts: 1,816
at my pc (duh)
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So why don't you set the sun_light to a default value, and just set the ambient value of the entity to 0 if it is in a dark area (you can do this by tracing to the ground, see c_trace() or theoretically it should be done automatically).
Does this problem also occur with the default shaders?
Well no it doesnt happen with default shaders and am not sure if you get what i meant, "Lights in DX ignore other entitie"? i dont remember saying anything about wanting lights to react to entities, the idea is this, the sun_light variable shades ALL models with a directional light, turn it off and your model becomes flat [no directional lighting] so yes its brightness/darkness will increase but it will still look flat because of no directional light, also, most spec shaders i see depend on this sun_light and thus, even when i set the sun_light to 0, the model is still somewhat lit, just start some of the shader demos, press tab and type sun_light = 0 and you'll see what i mean turn it off and your models become flat and boring in a closed room with no point light sources you would usually get deepest darkness, so why dont using some? am not entirly sure what you mean? in a close room, a model shouldnt be showing any light at all.. this cant be achieved unless you set the sun_light to 0 and if you do set it to 0, some shaders still maintain some sort of brightness so far, the default gs shaders and the one from boh_havoc new pack [unreleased] are the only too that come close, the others behave unacceptable with the sun_light at
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