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Self illumination for models?
#367984
04/20/11 12:57
04/20/11 12:57
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Joined: Dec 2010
Posts: 15 Munich, Germany
Kira
OP
Newbie
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OP
Newbie
Joined: Dec 2010
Posts: 15
Munich, Germany
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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.
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Re: Self illumination for models?
[Re: Kira]
#368640
04/27/11 09:44
04/27/11 09:44
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Joined: Apr 2008
Posts: 2,488
ratchet
Expert
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Expert
Joined: Apr 2008
Posts: 2,488
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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  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 !
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Re: Self illumination for models?
[Re: painkiller]
#368692
04/27/11 16:49
04/27/11 16:49
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Joined: Jul 2008
Posts: 1,178 England
MrGuest
Serious User
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Serious User
Joined: Jul 2008
Posts: 1,178
England
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#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);
}
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