Gamestudio Links
Zorro Links
Newest Posts
Blobsculptor tools and objects download here
by NeoDumont. 03/28/24 03:01
Issue with Multi-Core WFO Training
by aliswee. 03/24/24 20:20
Why Zorro supports up to 72 cores?
by Edgar_Herrera. 03/23/24 21:41
Zorro Trader GPT
by TipmyPip. 03/06/24 09:27
VSCode instead of SED
by 3run. 03/01/24 19:06
AUM Magazine
Latest Screens
The Bible Game
A psychological thriller game
SHADOW (2014)
DEAD TASTE
Who's Online Now
2 registered members (Imhotep, opm), 785 guests, and 4 spiders.
Key: Admin, Global Mod, Mod
Newest Members
sakolin, rajesh7827, juergen_wue, NITRO_FOREVER, jack0roses
19043 Registered Users
Previous Thread
Next Thread
Print Thread
Rate Thread
How to stop mdl taking lighting values from map entity when over #443572
07/20/14 16:46
07/20/14 16:46
Joined: May 2013
Posts: 154
N
NeoDumont Offline OP
Member
NeoDumont  Offline OP
Member
N

Joined: May 2013
Posts: 154
Hi folks !

I have the following problem:

In the racing game I'm creating, the cars take the lighting of (rock-) map entities somehow when touching them, and then keep that lighting. So they drive on glowing very unrealistically, looks horrible.

What i am doing wrong and how can I stop it ?

Please help !


NeoDumont

Re: How to stop mdl taking lighting values from map entity when over [Re: NeoDumont] #443676
07/22/14 19:45
07/22/14 19:45
Joined: May 2013
Posts: 154
N
NeoDumont Offline OP
Member
NeoDumont  Offline OP
Member
N

Joined: May 2013
Posts: 154
OK, to be more precise about that prob:

I have a large terrain my racing cars are driving on. When I put a simple block (textured and shaded) beneath the terrain under a road and my car comes to the position where the block is located, it changes its lighting, obviously taken from the blocks values and keeps this lighting.

Gamestudio Extra 7. Sorry I know this is engine 8 thread, but where to go

Please Help !

Last edited by NeoDumont; 07/22/14 19:56. Reason: MEDION SHIT !!! Post was originally longer, but..
Re: How to stop mdl taking lighting values from map entity when over [Re: NeoDumont] #443678
07/22/14 20:12
07/22/14 20:12
Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
Superku Offline
Senior Expert
Superku  Offline
Senior Expert

Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
Set the entity to UNLIT and optionally assign a different material.


"Falls das Resultat nicht einfach nur dermassen gut aussieht, sollten Sie nochmal von vorn anfangen..." - Manual

Check out my new game: Pogostuck: Rage With Your Friends
Re: How to stop mdl taking lighting values from map entity when over [Re: Superku] #443691
07/22/14 22:22
07/22/14 22:22
Joined: May 2013
Posts: 154
N
NeoDumont Offline OP
Member
NeoDumont  Offline OP
Member
N

Joined: May 2013
Posts: 154
Thank you superku for your answer !

I tried setting them to unlit. But this means, that my cars, when driving over a roofed bridge (wmp) the cars don't get darker as they should.
I also use cars with multiple textures and LOD, at least for one car now. Means lots material skin setting experimentation. Anyway, it could be a way.

Its so strange, that my car takes the level wmp blocks lighting values when entering or being over it, but does not change them when leaving. Maybe the engine expects another block entity to take some new (or old) values from. In my level the will only find terrain. Anyway I will start to find a bypass/praxis oriented solution.

THX again.

Neodumont

Re: How to stop mdl taking lighting values from map entity when over [Re: NeoDumont] #443692
07/22/14 22:33
07/22/14 22:33
Joined: Jul 2004
Posts: 785
Serbia
Iglarion Offline
User
Iglarion  Offline
User

Joined: Jul 2004
Posts: 785
Serbia
There is a bug in lighting engine in some of the older version of A7 (i can't remember which, because it was a long time ago but i think one of the first relases).
Are you sure that you use the latest A7 version?


IGRAVISION Page - www.igravision.com
RPG project - The Battle For Forgol 92.75%
Re: How to stop mdl taking lighting values from map entity when over [Re: Iglarion] #443704
07/23/14 08:33
07/23/14 08:33
Joined: May 2013
Posts: 154
N
NeoDumont Offline OP
Member
NeoDumont  Offline OP
Member
N

Joined: May 2013
Posts: 154
When i found a solution, I will post it here...

NeoDumont

Re: How to stop mdl taking lighting values from map entity when over [Re: NeoDumont] #444192
08/01/14 21:22
08/01/14 21:22
Joined: May 2013
Posts: 154
N
NeoDumont Offline OP
Member
NeoDumont  Offline OP
Member
N

Joined: May 2013
Posts: 154
OK, that was the problem:

At the beginning of the race my cars stood on pure terrain, not taking any lighting information from it. My terrain has no shadow map because Im still using A7 EXTRA.
So the cars appeared in their normal material settings, given in MED. Then they started racing. The first time they got in contact, or were over a shadow map of a map entity, the took the lighting/shadow values of that entity. When leaving the entity they kept these values until they reached another entity, again taking the light and shadow infrmation from the entity.

How I solved it:

I placed a shaded block-entity beneath the terrain where my cars are at game startup and also dimmed the material settings for them down a bit. So the cars have a lighting
sufficient for 95% of the race track, consisting of terrain onyl. Other lighting probs will be solved ba putting a map entity benath the terrain, when necessary.

NeoDumont

Yes, I think about upgrading to A8...

Last edited by NeoDumont; 08/01/14 21:23.

Moderated by  HeelX, Spirit 

Gamestudio download | chip programmers | Zorro platform | shop | Data Protection Policy

oP group Germany GmbH | Birkenstr. 25-27 | 63549 Ronneburg / Germany | info (at) opgroup.de

Powered by UBB.threads™ PHP Forum Software 7.7.1