Hard Light Productions Forums

Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: Lynx on December 21, 2003, 05:31:09 pm

Title: Question on specular mapping and lighting
Post by: Lynx on December 21, 2003, 05:31:09 pm
'(http://www.scifi-3d.de/wcsaga/Lynx's stuff/Strangelight.jpg)

You'll sure see my dileamma when you check this screenshot out.
Due to the vertex based lighting, flat surfaces tend to look like feces in the FS engine very often. Is there actually a way to fix that without reconverting the model without smooth shading orreworking the model and trying through a bazillion of different vertex combinations until I get it right? Even if that can't get fixed now, at least make that ship look right in the planned Ferrium engine.
Title: Question on specular mapping and lighting
Post by: Bobboau on December 21, 2003, 05:34:39 pm
are you useing the facet build, from the looks of it you should use a very shalow facet angle, the smoothing is done through vertex normals there is no way to alter the shadeing without reconverting

why are you smooth shadeing such an unsmooth ship
Title: Question on specular mapping and lighting
Post by: Lynx on December 21, 2003, 05:39:06 pm
Didn't knew that. Actually I'm not the guy who converts this babies. Looks like I have to talk to the guy who does that.
Title: Question on specular mapping and lighting
Post by: Carl on December 21, 2003, 08:20:17 pm
nice ship, btw.