1 registered members (TedMar),
1,420
guests, and 3
spiders. |
Key:
Admin,
Global Mod,
Mod
|
|
|
turn off shading
#110231
02/01/07 14:27
02/01/07 14:27
|
Joined: Jul 2002
Posts: 5,181 Austria
Blattsalat
OP
Senior Expert
|
OP
Senior Expert
Joined: Jul 2002
Posts: 5,181
Austria
|
Hi, I have encountered a problem when trying to align models to each other. In some cases the shading of the single models dont match their neighbours and in my case (a terrain made out of 16mdl files), this leads to this: Is there any way to fix this or manipulate it? or is there any way to display models without the shading (like in WED) ingame? Any help or hint would be great. cheers
|
|
|
Re: turn off shading
[Re: Blattsalat]
#110233
02/01/07 14:49
02/01/07 14:49
|
Joined: Jul 2001
Posts: 6,904
HeelX
Senior Expert
|
Senior Expert
Joined: Jul 2001
Posts: 6,904
|
@Blattsalat:
I guess you are trying a tredmill approach (otherwise I would advice you as well to use a large (chunked) terrain.
If you would stitch both terrains in MED, the gouraud shading would do the right shading. Now, lets take that hill on your image and slice it: there are two models, forming a hill from the left with this slope _/ and from the right with this slope: \_ Obviously, the shading in the concave section of this slope is correct, but you the real slope of 45 degrees or so the one side is shadowed and the other side bright. There is no smooth transition.. but this is right: the gouraud shading doesnt know the continues way the slope would go from one model to another. So there is only a sharp edge. And so, there are no information to argue a smooth transition. The normals of the _vertices_ arent right because you cut the important ones.
How to cirumvent this:
Option A: use a large (maybe chunked) terrain Option B: instead of slicing the terrain 100% accurately, add some "frame" around each tile, so that follow-up vertices are know so that you deliver these information. The additional vertices are hided by transparent skin parts or a tricky UV mapping Option C: do it the way JCL mentioned: disable ANY gouraud shading and add a _precalculated_ shadow map instead. Then, you have no shading issues anymore.
I hope, you have got the clue..
Cheers Christian
|
|
|
|