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dantheman Member
Joined: 24 Jan 2005 Posts: 4
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Posted: Mon Jan 24, 2005 9:29 pm Post subject: Im new to DeleD. Just a few things |
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1. Why are all the lightmaps I create really dark even at full intens and full range
2. How do you select an object without having to go to the scene list
3. whats the pro version
4. Any Chance of adding a multiply function to the material editor to allow 'texture lights'
Cheers |
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Jeroen Site Admin
Joined: 07 Aug 2004 Posts: 5332 Location: The Netherlands
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Posted: Mon Jan 24, 2005 9:34 pm Post subject: |
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First, welcome to these forums!
1. Are you sure you have the Ambient light for the scene (see Scene Inspector) setup at 255,255,255?
2. Use SHIFT+Leftmouse to select items, works in all editmodes. Hint: read the Help. It's summarized in there.
3. See http://www.delgine.com/forum/viewtopic.php?t=253
4. Sounds interesting. Can you explain in more detail? |
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dantheman Member
Joined: 24 Jan 2005 Posts: 4
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Posted: Tue Jan 25, 2005 6:34 am Post subject: |
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Yes reading the help would have been prudent
As for multitextures
My mistake its not a multiply its an Add, but can the texture be loaded with the black masked out. Say you have the model of a skyscraper or a spacestation and you want to simulate lights on it.
In blitz i load a second texture with the same UV map, with all the lights on it. These are added to the original and will always remain fullbright regardless of ambient or lightsÖ
Graphics3D 640,480,16,2
SetBuffer BackBuffer()
camera=CreateCamera()
AmbientLight 0,0,0
light=CreateLight()
PositionEntity light,0,10,0
RotateEntity light,90,0,0
; Load mesh
sau=LoadMesh("saucer.3ds")
t2=LoadTexture ("lights.bmp",4)
TextureBlend t2,3
EntityTexture sau,t2,0,1
PositionEntity sau,0,0,MeshDepth(sau)*2
While Not KeyDown( 1 )
TurnEntity sau,.5,.3,.1
RenderWorld
Flip
Wend
End |
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Paul-Jan Site Admin
Joined: 08 Aug 2004 Posts: 3066 Location: Lage Zwaluwe
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Posted: Tue Jan 25, 2005 9:51 am Post subject: |
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Hi,
First of all, some technical remarks.
The 'masking' option (turning black pixels translucent) is not necessary if you are using the 'add' blend operation. Adding (0,0,0) does not affect the underlying texture anyway.
The effect you describe (having a texture not being affected by light settings) is as far as I know unrelated to the masking or textureblend setting. The name for it is 'full-bright', and in Blitz that is a BrushFX, so it only holds for all layers in the brush. If your example (which I can't run because I don't have that particular media files) shows the effect you described, that is probably because somewhere during the loading of that model the default brush was marked with the full-bright BrushFX.
Also note that in Blitz you are using dynamic lights. Static lights (lightmapping) and dynamic lights are two different concepts, that can be used together in harmony to create the final environment you desire.
Now on to the actual feature you were requesting (quite a good point!), in the future there are a number of things we can add
1. Marking certain primitives and/or polygons in the scene as 'not affected by lightmapping' <- this one is already on the todo list
2. Marking certain texture layers within materials as 'not affected by lightmapping' <- this is the one you suggested, and will be added to the list as well. Cool!
However, do note that not all of the additional features might make it into the Lite version. Jeroen and me decide on a per-item basis what priority it gets, and in what version it ends up. |
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