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meshcarver

Object appearing too bright in game?

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Finally I have an object in game, this little sentry building (road/fire etc lods working), but it appears too bright somehow, and after two days experimenting I cannot find out why..?

http://www.flickr.com/photos/86890612@N02/8419345491/in/photostream

Could it be something else other than the RVMAT or SMDI textures..?

I've tweaked the SPECs in RVMAT and the actual SMDI aswell, but it's still bright..?

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shadow LOD or set specular to 1 in rvmat

if that don't work maybe make sure the SMDI is correctly done there is a tute available from max power I believe or a script that comes wit text view 2 .

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this is the RVMAT, and the SMDI map is correct yes. I've gone through about 12-13 variations of SMDI map now, using the filter yes.

:hang:

surfaceInfo = "MESH_controlroom01\data\MESH_concrete.bisurf";

ambient[]={1,1,1,1.000000};

diffuse[]={1,1,1,1.000000};

forcedDiffuse[]={0.000000,0.000000,0.000000,0.000000};

emmisive[]={0.000000,0.000000,0.000000,1.000000};

specular[]={1.000000,1.0000,1.00000,1.000000};

specularPower=100.000000;

PixelShaderID="Multi";

VertexShaderID="Multi";

MC is procedural white too.

---------- Post added at 10:36 PM ---------- Previous post was at 10:20 PM ----------

UPDATE- it appears it's the:

ambient[]={1,1,1,1.000000};

part. I put that to:

ambient[]={0.5,0.5,0.5,0.5.000000};

and it fits in MUCH better... but, someone in the addons groups said to not really change these settings, rather to change the actual SMDI map itself..?

Is it acceptable to change the settings here in the RVMAT or does it become problematic?

Would lightening the AS map be a better solution..? It's pretty light already..?!

I'll keep you posted about changes/improvements...

---------- Post added at 11:24 PM ---------- Previous post was at 10:36 PM ----------

...I don't know, it would appear it's a difference between using MULTISHADERS and SUPERSHADERS, as it looked fine with the Super, but is so bright with the Multishader..?

The only setting that affects it using the Multi seems to be the:

ambient[]={1,1,1,1.000000};

god knows...

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There's your problem:

MC is procedural white too.

Always keep the MC for the multimaterial a bit dark-ish. Use it to add additional details and patterns that "overlay" your detail textures. (the four colours).

Also mix in some of the AS (converted to Greyscale) into your MC texture, it'll do wonders. (Have a look at these rooftops.)

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Thanks very much Mondkalb..!

Well, at least we all know now what it is for..! I see mention of it in places, but I've never found a good explanation of what it does, so thanks for clearing it up man. ;)

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