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3D Tiles without bad vertex ligtening ! #341190
09/13/10 00:09
09/13/10 00:09
Joined: Apr 2008
Posts: 2,488
ratchet Offline OP
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ratchet  Offline OP
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Joined: Apr 2008
Posts: 2,488
Well, to make a game based on 3D tiles, i would need
perfect vertex lightening.
I tride lot fo things like UNLIT flag etc .. but i didn't achieve to get rid of visible tile parts due to lightenning frown
I've tried models and prefabs , but no way !

Anyone have some idea ?


Re: 3D Tiles without bad vertex ligtening ! [Re: ratchet] #341192
09/13/10 00:13
09/13/10 00:13
Joined: Jul 2001
Posts: 6,904
H
HeelX Offline
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HeelX  Offline
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Posts: 6,904
What are these? Models? Models use by default Gourard-Shading which takes vertex-normals rather than surface normals for lighting calculations. So, the "surface" are the edges are not perpendicular but kinda "diagonal" to the edge... to get "pseudo" smoothing groups you have to break surfaces by your own.

Re: 3D Tiles without bad vertex ligtening ! [Re: HeelX] #341194
09/13/10 00:24
09/13/10 00:24
Joined: Apr 2008
Posts: 2,488
ratchet Offline OP
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ratchet  Offline OP
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Posts: 2,488
Thanks !
Strange, a square polygon is already two triangles !
What i want to get rid is that the user must not see that the level is made of tiles.
Tiles should have the same vertex light when "glued" together !
I'm not sure breaking the surface in more triangle will do something , but i'll try !

In fact there is an example on AUM 54 , there was no lightening
problems ? perhaps it didn't use any lights ?

Last edited by ratchet; 09/13/10 00:44.
Re: 3D Tiles without bad vertex ligtening ! [Re: ratchet] #341199
09/13/10 07:38
09/13/10 07:38
Joined: Jul 2001
Posts: 6,904
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HeelX Offline
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HeelX  Offline
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Too bad that there is no in-buil function like "disattach" or something like this in MED, but try this:

  • Create a standard cube in MED
  • select the two polygons of one of the sides, e.g. the top side polygons
  • click "Edit/Copy Selected"
  • press [delete] and confirm all dialogs
  • click "Edit/Paste" to paste the deleted polygons - without being connected to the neighbouring faces.
  • Have a look at the lightning


Notice: this way you double vertices, which is no problem itself, but you can't use stencil shadows for these models anymore, because these models are open meshes now.

[EDIT] I made a new request for stuff like this, I am not too suprised that this method is not supported good enough in MED.

Last edited by HeelX; 09/13/10 07:45.
Re: 3D Tiles without bad vertex ligtening ! [Re: HeelX] #341214
09/13/10 11:20
09/13/10 11:20
Joined: May 2010
Posts: 117
Germany , Dortmund
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Bone Offline
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Bone  Offline
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Posts: 117
Germany , Dortmund
I search a solution for this too.

I want to use shadows so that is no way for me.
Isnīt there an other way?

Re: 3D Tiles without bad vertex ligtening ! [Re: Bone] #341219
09/13/10 12:04
09/13/10 12:04
Joined: Aug 2008
Posts: 482
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bart_the_13th Offline
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Using simple FFP shader, just disable the diffuse
The main drawback is that dynamic light wont work on the blocks anymore

Re: 3D Tiles without bad vertex ligtening ! [Re: bart_the_13th] #341220
09/13/10 12:18
09/13/10 12:18
Joined: May 2010
Posts: 117
Germany , Dortmund
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Bone Offline
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Bone  Offline
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Joined: May 2010
Posts: 117
Germany , Dortmund
No way for extra or free users?

Re: 3D Tiles without bad vertex ligtening ! [Re: Bone] #341222
09/13/10 12:27
09/13/10 12:27
Joined: Aug 2008
Posts: 482
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bart_the_13th Offline
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Fixed Function Pipeline work with all version

The matrial should be like this
Code:
material mtl_nodiffuse
{
	effect=
	"
	texture entSkin1;
	technique no_diffuse
	{
		pass p0
		{
			Texture[0]=<entSkin1>;
			ZWriteEnable=True;
			ColorArg1[0]=Texture;
			ColorOp[0]=SelectArg1;
		}
	}
	";
}



[EDIT]
Though you can just use mat_unlit, but never tried it my self...


Last edited by bart_the_13th; 09/13/10 12:32.
Re: 3D Tiles without bad vertex ligtening ! [Re: bart_the_13th] #341266
09/13/10 21:22
09/13/10 21:22
Joined: Apr 2008
Posts: 2,488
ratchet Offline OP
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ratchet  Offline OP
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Posts: 2,488
Thanks bart_the_13th laugh
I 'll try your solution !
I tested unlit and mat_unlit in several ways, but nothing to do !
A per pixel lightening like normal map could perhaps get rid of that problem ? i'll try !

Re: 3D Tiles without bad vertex ligtening ! [Re: ratchet] #341301
09/14/10 13:54
09/14/10 13:54
Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
Superku Offline
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Superku  Offline
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Posts: 6,861
Kiel (Germany)
Btw when you click the cube primitive in MED, there is a button [SOFT] on the left-hand side at the bottom of the window. Click it once. Now your cube will have hard edges. (Same effect, but less effort than HeelX's method.)


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