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model lighting problem #247075
01/18/09 21:30
01/18/09 21:30
Joined: May 2008
Posts: 331
Lithuania, Vilnius
Jaxas Offline OP
Senior Member
Jaxas  Offline OP
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Joined: May 2008
Posts: 331
Lithuania, Vilnius
hi,i have a question. How to switch off lighting for model. Here's an example. As you can see, there's 2 equal wall models with tileable texture. They should be like 1 whole wall,and now i see 2 walls. How can i do that?


By jaxas


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Re: model lighting problem [Re: Jaxas] #247162
01/19/09 09:21
01/19/09 09:21
Joined: Oct 2008
Posts: 679
Germany
Ayumi Offline
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Ayumi  Offline
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Posts: 679
Germany
through a skin....

choose 6 sited mapping and make sure
1 site is next to each other.

Re: model lighting problem [Re: Jaxas] #247173
01/19/09 11:05
01/19/09 11:05
Joined: May 2008
Posts: 331
Lithuania, Vilnius
Jaxas Offline OP
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Jaxas  Offline OP
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Joined: May 2008
Posts: 331
Lithuania, Vilnius
it is alredy 6 side maping and skin set perfectly, also it should be all dark, and now one corner is white..that all the problem. There's some kind of lighting set on it i think confused


The smaller the bug, the harder it is to kill.
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Forklift DEMO (3dgs)
Re: model lighting problem [Re: Jaxas] #247185
01/19/09 12:06
01/19/09 12:06
Joined: Dec 2000
Posts: 4,608
mk_1 Offline

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mk_1  Offline

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Posts: 4,608
the vertex normals have the wrong direction. It's not a problem of the engine but the model. If you use walls you should use hard edged models (either set a material with "flat" shading or split vertices to have multiple normals per edge)


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Re: model lighting problem [Re: mk_1] #247189
01/19/09 12:31
01/19/09 12:31
Joined: Feb 2008
Posts: 3,232
Australia
EvilSOB Offline
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Any suggestions on HOW to split vertices with the standard
3DGS tools, or do we need to go external tools?

Links to tutorials/info would be greatly appreciated.


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A8.30.5 Commercial
Re: model lighting problem [Re: Jaxas] #247190
01/19/09 12:32
01/19/09 12:32
Joined: May 2008
Posts: 331
Lithuania, Vilnius
Jaxas Offline OP
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Jaxas  Offline OP
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Joined: May 2008
Posts: 331
Lithuania, Vilnius
and how to change thees vertex direction? and what you mean "hard edged models". How to do that?


The smaller the bug, the harder it is to kill.
_________________________________________
Forklift DEMO (3dgs)
Re: model lighting problem [Re: Jaxas] #247200
01/19/09 13:41
01/19/09 13:41
Joined: Dec 2000
Posts: 4,608
mk_1 Offline

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mk_1  Offline

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Okay, a normal is a direction vector (length 1) which points orthogonally away from a surface. Now a vertex is part of one or more triangles. Since these triangles usually don't point to the same direction the vertex normal is the average of the triangle's surface normals. That way edges look smooth (needed e.g. for spheres). For a box (or in your case the wall) you don't want to smooth edges, you need "hard" edges. That means that a vertex that is part of multiple triangles must be replaced my multiple vertices that are part of the different triangles so they can all have different normals.

I don't know how to do that in MED since I don't own any Gamestudio anymore. But another way to achieve what you want is to set a material with shade mode set to flat. Iirc there's a predefined material.


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