Models and lights -1 reply

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k_merse

Evolution

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30th September 2007

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#1 10 years ago

Here are two problems with models:

1. Sometimes if a ship has a lightmap, the parts that are not highlighted reamin too light even if every directional lights are deleted from the map. How can I make them to be darker?

2. Several ships don't have lightmaps and if I try to edit the TGAs the effect is the following: Only the highlighted areas of the ship are visible. Everything else is invisible. Where is the error? I remember something about lightmaps and alpha channels but I don't know anything about them.

Please help!




F/\}{I´3$

Illiterate? I'm FahreS

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24th March 2006

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#2 10 years ago

1: You get the best light effect if your material colors are as the following: Ambient:0,0,0 Specular:0,0,0 Diffuse:255,255,255 Emissive:255,255,255

2. Ships without lightmaps interpret the alpha channel in a different way. Normally the alpha channel says what parts of the texture are transparent, only the "!phong_" tag at the materials make armada 2 interpret them as lightmaps




k_merse

Evolution

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30th September 2007

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#3 10 years ago

Thanks. First part is working. But how can I then fix the second problem?




Achilles

I stole fire from the lighter!

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13th January 2003

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#4 10 years ago

import the model into ms3d and export with the phopng tag added to the texture I assume.




Guest

I didn't make it!

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#5 10 years ago

Actually !lambert tags work fine with Alphas too. But, only A2 SODs support lightmaps, and you must remove the !noalpha tags on the end of each texture, otherwise the alpha channel is interpretted as a transparency. To lower the brightness, just change the greyscale of the alpha (to lower the brightness, make white areas more grey, to increase, make grey areas whiter)




Flash525

The Carbon Comrade

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14th July 2004

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#6 10 years ago

From knowledge, there are two different ways of having lights work ingame. You can either do it by way of Alpha Channels on the Texture, or can have various parts of the mesh as a lighter shade than normal parts (thus, the lighter parts will stay lit, regardless of the directional light). Ultimatly, I prefer the Alpha Channel on the Texture. Like FarheS has already stated, you've got four options for textures within Milkshape: Ambient: - This needs to be White Specular: - This needs to be White Diffuse: - This needs to be Black Emissive: - This needs to be Black Hope this helps. :)




k_merse

Evolution

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30th September 2007

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#7 10 years ago

Thank you all, it's working. Now my last problem is that if I import a ship in MS3D then export it back, it DISAPPEARS! It completely lost the mesh! But I think it will be just a joint-problem. I'll rejoint it and then we'll see. Thank you again!




Dan1025

Adopt, adapt, improve

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24th February 2007

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#8 10 years ago

That sounds like a problem with the mesh nodes, try replacing them before re-hardpointing the model entirely (might save you some time)




wildcard621

You gon' eat yo cornbread???

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29th November 2005

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#9 10 years ago

Just what are the !phong and !lambert tags anyway? I read a tutorial explaining them, but I cant seem to find it.




k_merse

Evolution

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30th September 2007

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#10 10 years ago

Writhe this thing before the name of materia: !phong_