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Re: That is why
[Re: amirmehrvarz]
#414624
01/05/13 21:13
01/05/13 21:13
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Joined: Oct 2007
Posts: 5,210 İstanbul, Turkey
Quad
Senior Expert
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Senior Expert
Joined: Oct 2007
Posts: 5,210
İstanbul, Turkey
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use a model with better geometry and use a pixel shading for lights instead of vertex lighting.
3333333333
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Re: That is why
[Re: ratchet]
#414967
01/11/13 20:03
01/11/13 20:03
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Joined: Oct 2005
Posts: 4,771 Bay City, MI
lostclimate
Expert
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Expert
Joined: Oct 2005
Posts: 4,771
Bay City, MI
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3DGS is very complicated to have good lightening , and complicated to use.
First check in MED object properties : Diffuse Ambient Specular Then adjust Sun and Ambient properties of your Map.
They have a lot of influence if you don't use any shader.
I also would recommend you to use some shader, they are a good bunch ready to use.
So what you have to do is try and experiment.
this has nothing to do with 3dgs at all. it has to do with the way 3d models are shaded in realtime in just about any engine. its the default dx shading pipeline, same thing with ogl.
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