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3D Tiles without bad vertex ligtening !
#341190
09/13/10 00:09
09/13/10 00:09
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Joined: Apr 2008
Posts: 2,488
ratchet
OP
Expert
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OP
Expert
Joined: Apr 2008
Posts: 2,488
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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  I've tried models and prefabs , but no way ! Anyone have some idea ? 
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Re: 3D Tiles without bad vertex ligtening !
[Re: HeelX]
#341194
09/13/10 00:24
09/13/10 00:24
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Joined: Apr 2008
Posts: 2,488
ratchet
OP
Expert
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Joined: Apr 2008
Posts: 2,488
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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.
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Re: 3D Tiles without bad vertex ligtening !
[Re: ratchet]
#341199
09/13/10 07:38
09/13/10 07:38
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Joined: Jul 2001
Posts: 6,904
HeelX
Senior Expert
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Senior Expert
Joined: Jul 2001
Posts: 6,904
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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.
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Re: 3D Tiles without bad vertex ligtening !
[Re: Bone]
#341222
09/13/10 12:27
09/13/10 12:27
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Joined: Aug 2008
Posts: 482
bart_the_13th
Senior Member
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Senior Member
Joined: Aug 2008
Posts: 482
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Fixed Function Pipeline work with all version The matrial should be like this
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.
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Re: 3D Tiles without bad vertex ligtening !
[Re: bart_the_13th]
#341266
09/13/10 21:22
09/13/10 21:22
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Joined: Apr 2008
Posts: 2,488
ratchet
OP
Expert
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OP
Expert
Joined: Apr 2008
Posts: 2,488
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Thanks bart_the_13th  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 !
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