What do you need to do to make a model reflect the world lighting? My z95 models will reflect shadows of itself (it has a shadowvolume) and other models on to itself, but the world lighting has no effect on it whatsoever.
In my example the world lighting has a really low setting for the Bottom lighting to show the effect, or lack of in this case.
Here's my model compared to the y-wing.
It seems like a pretty basic thing to do since all the stock models dont have this problem, but my limited knowledge of modeling is failing me again.
As a note, this model is using multiple textures via polygon clusters.
Re: Model Not Reflecting world light?
Posted: Sun Dec 07, 2014 3:17 pm
by AceMastermind
I don't really see anything about the Y-wing that stands out. It does have a bump map, the lowrez geometry material has specular turned down and it has -lodgroup bigmodel in the msh option file. The window geometry is the only part with a material flag (18). The hull textures don't have an alpha channel or anything special in the option file for the lowrez one.
All I can think of is maybe this is why the docs say "When both the original mesh and the shadowvolume are unhidden, you should not see any of the shadowvolume sticking out of the original model", but I don't know how your scene was set up or if this even has an effect on how it reacts with world lighting.
Re: Model Not Reflecting world light?
Posted: Sun Dec 07, 2014 4:45 pm
by JazzMaster
I dont think the shadowvolume model sticking out of the original mesh would cause a problem like that. I've looked at other models where it was sticking out of the original mesh but didnt have any of these problems.
The only thing i did with flags was add a glow flag to a seperate mesh thats under the same dummyroot. I've had this problem before that was implemented though so i dont think that could have any effect.
Here's what the scene looks like:
Hidden/Spoiler:
Also, if anyone wanted to look at them, i've uploaded both models that are having this problem here.
Re: Model Not Reflecting world light?
Posted: Sun Dec 07, 2014 5:54 pm
by AceMastermind
I don't see a shadowvolume on your reb_fly_z95.msh, but there is one on your reb_fly_z95_heavy.msh, are you having trouble with both or just the one without? Most of your textures have an alpha channel, but I don't see anything that relies on one, remove the alpha and see how it reacts. I couldn't find any glow flags but I see you have vertex coloring on both models (likely the cause), remove that and see how it reacts.
Re: Model Not Reflecting world light?
Posted: Sun Dec 07, 2014 6:27 pm
by JazzMaster
I removed the shadowvolume from that model earlier today to see if it would change anything and I guess I forgot to put it back. I was having the trouble with both of them, but taking "-vertexlighting" out of my .option file seemed to do the trick. Thanks. Unfortunately it caused those light panels on the back to stop glowing though.
Re: Model Not Reflecting world light?
Posted: Sun Dec 07, 2014 6:40 pm
by AceMastermind
If you want those parts to glow just open the msh files in a hex editor and insert the glow flag in the material for that object.
Glow
Glow allows you to have lightbloom on surfaces, it will also make them brighter. The color of the diffuse texture determines the glow color and the alpha channel determines the glow strength.
The strength of the glow depends on the size of the glowing surfaces ingame. Really small surfaces will hardly have lightbloom but this glow gives already much better results than the glow through rendertype.
Creation:
White is extreme glow and black is no glow. If you still want to be able to see the surfaces color ingame, something like white with atleast 60% black is a good place to start with. You might have to adjust the strength several times though.
When you are done with the glow map, add a mask to the diffuse texture and copy the glow map into it.
Integration:
In order to apply glow to a surface you have to hex edit the 5th place flag of the material to either "02" - glow or "03" - increased glow (glow and emissive colors to be exact).
When you make the model, surround the parts that will glow with edges to separate it from the rest of the surface and give the glowing polygons a separate material so that you can enable glow only on these. You have to do this because a polygon with glow applied, even if the glow map is black, will be brighter than other polygons and not receive any lighting.
You need to have lightbloom enabled to see the glow ingame (suprise, suprise!), with it disabled the glowing polygons will still be brighter than usual though.
Example:
Glow on console screens. The glow changes dynamically if the surface is obstructed somehow, so if you have something dark scrolling over the screen, the glow will be weaker on these spots: