Hard Light Productions Forums
Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: MetalDestroyer on August 15, 2011, 11:06:22 am
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Hi all,
I discovered in the F3 ship room that using the "no-lighting" flag could bring some awesomeness to ships poorly made (uv mapping problem or mesh problem or too low poly, etc...).
So using it with post processing, I got a double combo. However, I don't know the exact command line to add into the Launcher.
Does this kind of command line exist for this flag ? And how to use the "no-lighting" in other case if there isn't any command line ?
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There is no way currently to use the "no lighting" part of the render pipeline in-game, except for skybox models.
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Could we expect an update to the current engine to support such function for in-game use in futur builds within command line ?
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Probably not as a commandline. As a sexp or ship flag, maybe but otherwise? Rendering an object without lighting rarely improves said object, not to mention that specular effects and normal mapping depend on lighting being present.
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Actually I use some ships where I messed up with the shinemaps and the normal map (generated by some tools, but don't remember the name) and the actual render in-game isn't as good as the original ship used in other video game. The no lighting flag coupling with post process improve a lot the model.
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Well, I should say that the real fix would be to fix the broken model, not reduce the overall render quality. There are a plethora of tutorials available, as well as several people on this very forum who can tell you what is wrong and how to fix it.
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Actually I use some ships where I messed up with the shinemaps and the normal map (generated by some tools, but don't remember the name) and the actual render in-game isn't as good as the original ship used in other video game. The no lighting flag coupling with post process improve a lot the model.
You should be able to get a similar effect by just removing the shine- and normal maps in that case, AFAIK (correct me if I'm wrong) "no lighting" only uses the diffuse map.
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And, crucially, no lighting. Which will look weird in almost all circumstances.
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You could get the same effect by using the diffuse map as a glowmap, since glowmaps are just rendered in full brightness... aka no lighting.
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You could get the same effect by using the diffuse map as a glowmap, since glowmaps are just rendered in full brightness... aka no lighting.
Interesting. I'll see what I can get.