67b511e01f889

67b511e024827
21 Guests are here.
 

67b511e024f95ZylonBane

67b511e02500a
The yellow wedge lights don't bother me, since the light from them actually is pretty dim. The yellow hanging lights do though, because they're transparent (unlike their white versions).

67b511e02539cSystem Shocked

67b511e025400
It's exactly the same but with a white light surface instead of grey.

If that doesn't satisfy your curiosity, it'd take you like 60 seconds to download it and try it.

I'm a noob (except for the downloading part). How would I be able to do that?
« Last Edit: 14. July 2014, 23:11:14 by System Shocked »

67b511e0256a6System Shocked

67b511e025703
The yellow wedge lights don't bother me, since the light from them actually is pretty dim. The yellow hanging lights do though, because they're transparent (unlike their white versions).

For consistency, shouldn't all same model/type lights have the same attributes, appearance/lighting characteristics wise?

67b511e02586avoodoo47

67b511e0258c2
by downloading the attachment and dropping it into DataPermMods, DataTempMods, or any mod folder under obj.

67b511e025991System Shocked

67b511e0259e9
I thought these new .bin files were being posted because Olfred had to rework them in some way in order to fix a problem.

Thanks, much obliged.
67b511e025d60
No, sometimes ZylonBane fixes minor things himself. Not everything is a request. 

67b511e025e2cvoodoo47

67b511e025e83
was playing with the latest conduit parts (from v08), and while they seem to work reasonably well after the dml fix, I still think a 1:1 replacement would be preferable.
67b511e025f97
1:1 is not viable because the original model is just too small.
And it was bugging out on the physdim already anyway.
Acknowledged by: voodoo47

67b511e02628dvoodoo47

67b511e0262e7
Here's a version of the wedge wall light (-978) modified so the "light" surface is full white, instead of the dull grey in the default model. Now it matches all the other white light models.
unless I'm mistaken, you have used the old, unfixed model with missing back side. the fixed one is here.

also, attaching three SHTUP models that need the same treatment as their orig equivalents - lights missing back sides, bulk switch the same.
« Last Edit: 20. July 2014, 20:45:13 by voodoo47 »

67b511e0263e3ZylonBane

67b511e02643b
Oops, yeah, I did. Probably best to make the change properly in Blender than to run the upgraded model through bintoe/bsp.

67b511e0264e6voodoo47

67b511e026539
well then, Olfred, would you kindly.
67b511e02663f
What's so special about the SHTUP models that they can't use the original ones?

67b511e026710voodoo47

67b511e026767
SHTUP enhances some of the obj textures, and the modified models are required to load them properly. for example, the orig wedge light has only a single color glass, while the SHTUP model uses a full texture.

67b511e02681cZylonBane

67b511e026897
The original wedge light uses a texture. It's just a solid-colored one.
67b511e0269c1
Here are the light models.

I didn't saw any difference on the shtup bulkdown so I left it out.

67b511e027055voodoo47

67b511e0270b3
difference on the shtup bulkdown
no idea what difference between the orig and SHTUP bulkdown is, ZB would have to answer that.

67b511e0271c2ZylonBane

67b511e02722b
Hey Olfred, if you have some spare time, could you run a 16 x 16 surface subdivision on these models? It's just a couple of one-sided flats that I'd like to improve the lighting on. I know we tried this before with the teeth, but these objects don't move, and the exporter has gotten a lot better since then, so I figure it's worth another shot.

[qbr_walls.7z expired]
67b511e027352
I also exported a new gizzard some while ago.
Did you ever tested that out?

67b511e0274efZylonBane

67b511e027548
Just tried the updated gizzard. Still looks weird. I wouldn't worry about that one anymore, it's basically the worst-case scenario for this sort of thing-- an all-white object, in motion, with a bright light very close to its surface.

The QBR walls, on the other hand, are nearly a best-case scenario-- stationary objects, with dim light distant from the surface. Check it out:



The lighting is nearly indistinguishable from a lightmapped terrain surface. It even looks good when you go inside and look around. The visual artifact when shaded polygons cross a screen edge isn't noticeable at all, due to the minimal brightness changes across the surface.

So, success!  :thumb:
67b511e02765c
Sadly it's still lighted a tad differently.
Like a blueish tint.

67b511e0276ffZylonBane

67b511e027762
The last shot is from a different map.
67b511e027872
Yeah, I know.
I was referring to the fact that you can clearly see that objects are lighted differently.

67b511e02793aZylonBane

67b511e02799d
If you're just comparing the two object screenshots, then I'm not sure what you're lamenting. There's some blue on the back wall in both shots. That's because there's a blue light shining into the QBR booth.
67b511e027abc
I'm comparing the object with the brush wall.

Your name:
This box must be left blank:

Who's your favourite artificial intelligence:
21 Guests are here.
LOST. NEED DIRECTIONS?
Contact SMF 2.0.19 | SMF © 2016, Simple Machines | Terms and Policies
FEEP
67b511e028f3b