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CakeMonitor Guest
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Posted: Fri Jan 20, 2006 12:12 pm Post subject: lighting |
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Hi,
I'm working on a game in which the scene comprises of a 3D grid of static 'blocks' (some are simply cubes, some are a little more complex) they all fit inside one of my grid units (16 x 16 x 16)
I've created and textured several of these 'blocks' in DeleD but when I put them into my scene, they are full-bright while other 3D shapes that I create at runtime follow the rules of my scene lighting!
e.g.
When I have no lights - my runtime-created shapes cannot be seen, but the imported models are full bright.
If I set an ambient light of mid-grey and create a directional red light in the west all - my runtime-created shapes are partly lit with their west facing surfaces taking a red hue... however, my imported models are full bright on all colour channels.
I'm programming in Blitz Basic 3D, and using the .B3D exporter for DeleD.
I've tried setting DeleD's ambient light variable to 0,0,0 and exporting again, and I've tried exporting the models both with lightmaps and without lightmaps (I assume I *should* export them without lightmaps because there are no lights in my DeleD scene)
Can anyone help me resolve this please?
Thanks,
Martin. |
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mappy DeleD PRO user
Joined: 18 Aug 2005 Posts: 340 Location: France
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Posted: Fri Jan 20, 2006 5:10 pm Post subject: |
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Not sure it will help you but ... have you try the EntityFx command in Blitz for your DeleD imported models ?
EntityFX entity,fx
Parameters:
entity - entity handle
fx -
1: full-bright
2: use vertex colors instead of brush color
4: flatshaded
8: disable fog
Description:
Sets miscellaneous effects for an entity.
Flags can be added to combine two or more effects. For example, specifying a flag of 3 (1+2) will result in a full-bright and vertex-coloured brush.
You may try EntityFx yourentity,0 and see what happens. _________________ OL. |
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Paul-Jan Site Admin
Joined: 08 Aug 2004 Posts: 3066 Location: Lage Zwaluwe
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Posted: Sat Jan 21, 2006 12:37 pm Post subject: |
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Hi there,
Thanks for reporting this. The B3D exporter probably sets some texture/layer properties that makes it ignore all vertex lighting settings. We'll look into it. |
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