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mtl_shaded - Not to be used on models??
#455906
11/02/15 18:51
11/02/15 18:51
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Malice
Unregistered
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Malice
Unregistered
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So I've had augments in the past with newbies over this manual entry mtl_shaded --shaded blocks-- 0 200 200 0 0 2 http://www.conitec.net/beta/amaterial2.htmWhile I assort that mtl_shaded is just another shader and can be use on anything. Other's insist that it must only be used on blocks. I in fact use it all the time on ent -models So before asking the "Dev's" can I get a ruling from the community? It would seem at some point in the A6-A8 cycle, there was a comment from the "Dev's" to never use this shader on anything but level blocks. Thank you for any clarification Mal
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Re: mtl_shaded - Not to be used on models??
[Re: HeelX]
#456142
11/11/15 20:44
11/11/15 20:44
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Malice
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Malice
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Thank you both, I will try to see if mtl_model looks as well when it's default setting are dropped down the mtl_shaded, ig. ambient and such..
Mal
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Re: mtl_shaded - Not to be used on models??
[Re: ]
#456363
11/20/15 09:05
11/20/15 09:05
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Joined: Mar 2011
Posts: 3,150 Budapest
sivan
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Expert
Joined: Mar 2011
Posts: 3,150
Budapest
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Due to my experiences, you can use mtl_shaded and mtl_flat freely, they seem to be nothing special, just ordinary globally defined materials with a pre-assigned effect, probably a simple ffe.
You can create new custom material to test it, and utilize the 2nd uv set to get lightmap data to your shader (texture entSkin2;), as I have done it in MapBuilder with map-entities (by default they use mtl_mapent). In case of terrains no 2nd uv set is utilized, there you can access its LightMap bitmap (texture LightMap;).
I dealt with it a long time ago, but as I remember level blocks worked correctly with the same material+effect as map-entities (tested with a terrain and a prefab). Check "sc_obj_level_MB.fx", the corresponding lines are commented out, but search for "// lightmap usually looks bad with dynamic shadows", and you can uncomment all the relevant lines.
Moreover, to get correct lights probably you need to use VecLight instead of VecColor, which sums entity rgb colour (=VecColor) with prv colour (which strangely has no separate vector). It is a bit tricky to get similar light intensity as the engine default ffe produces...
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Re: mtl_shaded - Not to be used on models??
[Re: sivan]
#456375
11/20/15 19:35
11/20/15 19:35
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Malice
Unregistered
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Malice
Unregistered
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^-- This is a bit for me to absorb, however I did post in the shader section. There is a visual difference between shaded and mtl_model ents' in dark shadow based levels. Is it just possible to adjust the settings in the mtl_model to get closer results. - Please forgive my ignorance still haven't learn much about shaders, my brains broken for learning everything to be a one man dev team lol.
Mal
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Re: mtl_shaded - Not to be used on models??
[Re: ]
#456404
11/21/15 14:19
11/21/15 14:19
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Joined: Mar 2011
Posts: 3,150 Budapest
sivan
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Expert
Joined: Mar 2011
Posts: 3,150
Budapest
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indeed, the lighting of map-entities (and blocks) differs from models slightly. I use a little different multipliers to get the same lighting for a map-entity and a model created from it. just can't always remember for all the details... but it is not mtl_flat or mtl_shaded dependent !!!
Last edited by sivan; 11/21/15 14:20.
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