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Self illumination for models? #367984
04/20/11 12:57
04/20/11 12:57
Joined: Dec 2010
Posts: 15
Munich, Germany
Kira Offline OP
Newbie
Kira  Offline OP
Newbie

Joined: Dec 2010
Posts: 15
Munich, Germany
Heya,

This time i have a question about the light calculation for models.

Namely, how do you turn it off and make the model simply appear in the colors of its texture without any modification by light?

Basically, I want something like this:


But what I get is this:


Any ideas?
I tried it with several tags, but that didin't really work either.
Neither did truning the sunlight off and only using ambient light.

Re: Self illumination for models? [Re: Kira] #367986
04/20/11 13:04
04/20/11 13:04
Joined: Nov 2008
Posts: 946
T
the_clown Offline
User
the_clown  Offline
User
T

Joined: Nov 2008
Posts: 946
Have you tried the UNLIT flag?

Re: Self illumination for models? [Re: the_clown] #368014
04/20/11 16:55
04/20/11 16:55
Joined: Dec 2010
Posts: 15
Munich, Germany
Kira Offline OP
Newbie
Kira  Offline OP
Newbie

Joined: Dec 2010
Posts: 15
Munich, Germany
Yup, first thing of all.
If I use it it looks like this:



Re: Self illumination for models? [Re: Kira] #368017
04/20/11 17:09
04/20/11 17:09
Joined: May 2008
Posts: 2,113
NRW/Germany
alibaba Online
Expert
alibaba  Online
Expert

Joined: May 2008
Posts: 2,113
NRW/Germany
Then try using mtl_unlit.


Professional Edition
A8.47.1
--------------------
http://www.yueklet.de
Re: Self illumination for models? [Re: alibaba] #368025
04/20/11 19:55
04/20/11 19:55
Joined: Jul 2004
Posts: 4,206
Innsbruck, Austria
sPlKe Offline
Expert
sPlKe  Offline
Expert

Joined: Jul 2004
Posts: 4,206
Innsbruck, Austria
or just set its ambient or brightnes settings to 100

Re: Self illumination for models? [Re: sPlKe] #368637
04/27/11 08:59
04/27/11 08:59
Joined: Dec 2010
Posts: 15
Munich, Germany
Kira Offline OP
Newbie
Kira  Offline OP
Newbie

Joined: Dec 2010
Posts: 15
Munich, Germany
I'm starting to feel stupid...

Changing the ambient setting seems to have no effect at all.
The brightness setting apears to be not a valid parameter of entity.
And I have no idea how to use mtl_unlit. The best I managed was a syntax error. And the model already has a textured material, so I'm not really surprised and have no idea how to do this.

Basically, all I want to do is turn of the specular highlight on the model. In 3D programs I would simply set the self illumination to 100%.
Is there a way I can do this?

Sorry for not being familiar with this sort of stuff.
=u,u=

Re: Self illumination for models? [Re: Kira] #368640
04/27/11 09:44
04/27/11 09:44
Joined: Apr 2008
Posts: 2,488
ratchet Offline
Expert
ratchet  Offline
Expert

Joined: Apr 2008
Posts: 2,488
I also have tried to find some lightening in the same style for
a 3D tile based system, i also tried these code lines, and played with sun,ambient values , but no way frown

Even with shaders, the models didn't have same light on
"glued vertex" !
Someone found a way it seems on a dungoeon 3D tile with A8 !

Re: Self illumination for models? [Re: ratchet] #368690
04/27/11 16:40
04/27/11 16:40
Joined: Aug 2009
Posts: 1,438
Spain
painkiller Offline
Serious User
painkiller  Offline
Serious User

Joined: Aug 2009
Posts: 1,438
Spain
try with emissive


3D Gamestudio A8 Pro
AMD FX 8350 4.00 Ghz
16GB RAM
Gigabyte GeForce GTX 960 4GB
Re: Self illumination for models? [Re: painkiller] #368692
04/27/11 16:49
04/27/11 16:49
Joined: Jul 2008
Posts: 1,178
England
M
MrGuest Offline
Serious User
MrGuest  Offline
Serious User
M

Joined: Jul 2008
Posts: 1,178
England
Code:
#include <acknex.h>
#include <default.c>

action spin(){
	
	my.material = mtl_unlit; //THIS IS YOUR IMPORTANT LINE!
	
	while(me){
		
		my.pan += time_step * 4;
		wait(1);
	}
}

void main(){
	
	wait(1);
	level_load(NULL);
	ent_create(CUBE_MDL, vector(60, 0, 0), spin);
}



Re: Self illumination for models? [Re: MrGuest] #369816
05/07/11 14:12
05/07/11 14:12
Joined: Dec 2010
Posts: 15
Munich, Germany
Kira Offline OP
Newbie
Kira  Offline OP
Newbie

Joined: Dec 2010
Posts: 15
Munich, Germany
Do I need to include a special material library for that line to work?
If I try using it like this it throws me an "undeclared identifier" error for mtl_unlit.

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