Author Topic: Odd spec/glow problem.  (Read 2374 times)

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Offline Thorn

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Odd spec/glow problem.
Its better if I just illustrate my problem than explaining it.
I'm using fs2_open_Bobboau_7-10-04, though I encounter this with  every version of FSO 3.6. Nothing other than Spec and/or Glow is enabled.

With Spec only enabled:


With Spec and Glow enabled.


With Glow only enabled it's still very bright.

The shine and glow maps respectively:



Not having any problems with FS2 or any other mods, just the Homeworld ships. Its harder to notice on the larger ships though.

 
OGL or D3D?

Are the textures TGA, JPG, or PCX?

Are you sure you didn't edit some LOD texture?
just another newbie without any modding, FREDding or real programming experience

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Offline Thorn

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D3D, PCX, and yes I'm sure.

 
Sure they're 8 bit PCX's?
just another newbie without any modding, FREDding or real programming experience

you haven't learned masochism until you've tried to read a Microsoft help file.  -- Goober5000
I've got 2 drug-addict syblings and one alcoholic whore. And I'm a ****ing sociopath --an0n
You cannot defeat Windows through strength alone. Only patience, a lot of good luck, and a sledgehammer will do the job. --StratComm

 

Offline Thorn

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Positive.

 

Offline karajorma

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What are your command line options? It could be just that the spec is too high (wouldn't notice that with the FS2 ships since they have proper spec maps).
Karajorma's Freespace FAQ. It's almost like asking me yourself.

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Offline Thorn

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As I said, the only thing in the first image is -spec. Second is -spec and -glow.
It's the glow part thats giving me trouble. See that last image? Thats the glow map, the one before it is spec. It should not be that bright.

 

Offline Thorn

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So yeah... textures dont seem to matter.. I completely redid the maps, different colours... same problem....

 

Offline Flaser

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For starters set the ambient_factor to a low value around 75 - that way you'll make sure it's the spec lighting you see.

That's my 2 cents.
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Offline Bobboau

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try
-ambient_factor 85

that is realy weird, if that is realy what the textures are than there should be very little diference between the first and second image even if something was going screwy. the only thing I can think of is something wrong with the files, becase you said the other ships work normaly.
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Offline WMCoolmon

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Could it have something to do with the Alpha?
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Offline Thorn

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No joy on the ambient_factor bit.

 

Offline Thorn

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Alright. I have it pinned to just the fighters. Corvettes and larger aren't affected.
I used the ambient_factor 0 switch. The fighters are lit up like a Dutch brothel (both Scouts, Interceptor, Assault Craft, both Bombers, and the  Lance Fighter) while anything larger is normal.

 

Offline Bobboau

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try saveing the textures as tga, just to get rid of the posability that it's the texture
Bobboau, bringing you products that work... in theory
learn to use PCS
creator of the ProXimus Procedural Texture and Effect Generator
My latest build of PCS2, get it while it's hot!
PCS 2.0.3


DEUTERONOMY 22:11
Thou shalt not wear a garment of diverse sorts, [as] of woollen and linen together

 

Offline Thorn

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Did that. In fact, I used a completely different texture, then when that didnt work I re-extracted the .dds file and made a new one from scratch.

 

Offline Scuddie

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Try setting the spec_exp to something like 5, or the spec_point to 0.3, fool around with the spec lighting options, the glowmap may be creating a light source, and being interpeted as what it is at face value...  Two very large and bright glow lights.
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Offline Thorn

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No, when I turn on the glowmapping, its like the ambient light for Fighters gets cranked. I dont think toying with the spec will do much except screw up the look of the ships that actually work. The Ion Cannon frigate is gorgeous looking now that I have the spec tweaked just right.