Maplet: wierd shading
Community Forums/Developer Stations/Maplet: wierd shading
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is there anyway I can fix the wierd shading that maplet maps have (this is not the lightmap but the mesh). The normals of the outputted meshs seem to be out causing some anoying shading. e.g. ![]() the polys are outlined thanks |edit| ok the problem is now sorted, I now use the map level at fullbright with a lightmap to stop vertex lighting for the map. That hides the ugly shading |edit| |
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Hey that's like a useful effect it's causing there - it usually would take multi-pass rendering to do that... Lol, I wish I knew how it made that error. |
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I've made the polys outlined, the shading is the problem, sorry if I made that unclear to show the polys I use the following after the UpdateWorld command Select wire Case 0 RenderWorld Case 1 CameraClsMode camera,1,1 If map Then EntityColor map,255,255,255 WireFrame 0 RenderWorld CameraClsMode camera,0,0 If map Then EntityColor map,255,0,0 WireFrame 1 RenderWorld Case 2 CameraClsMode camera,1,1 If map Then EntityColor map,255,255,255 WireFrame 0 RenderWorld CameraClsMode camera,0,1 If map Then EntityColor map,255,0,0 WireFrame 1 RenderWorld Case 3 CameraClsMode camera,1,1 If map Then EntityColor map,255,255,255 WireFrame 1 RenderWorld Default wire=0 End Select WireFrame 0 |
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from my persective they seem to be okay the problem with verts that are connected to several triangles is there is no way to control the normals needed unless you dupe the vert and redraw the triangles this means a lot more verts and work |
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ok, so if I can't easily fix the problem, how can I hide it? |edit| ok the problem is now sorted, I now use the map level at fullbright with a lightmap to stop vertex lighting for the map |edit| |
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Apply the lightmap? |
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it was being shown through the lightmap, I've now put the map to fullbright to stop vertex lighting and it's good now |