Notes on lighting/vertex solve features in scripts 4.x [message #485859] |
Sun, 09 February 2014 04:14 |
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Here are some notes on various changes and features to lighting/vertex solve stuff in scripts 4.x:
Firstly, in scripts 4.x, we have a fix so that meshes with no vertex colors and an opacity of less than 1 have vertex solve correctly applied (the most notable example of this is the Nod Airstrip glass which you no longer need to hide when you vertex solve)
Secondly, there is a fix so that vertex solve is correctly applied to meshes with bump-mapping (i.e. water) which means you no longer need to hide these meshes either. In fact you no longer need to hide any meshes when running vertex solve.
and thirdly, if you put Prelit=true into the "user text"/"user properties" setting of a mesh (not sure exactly what its called in Max/Gmax), it will cause LE to ignore that mesh and not apply vertex solve to it. This feature combined with the right texturing will allow you to do westwood-style pre-lit light-mapping (or as close as its possible to get without the special tools westwood used)
Jonathan Wilson aka Jonwil
Creator and Lead Coder of the Custom scripts.dll
Renegade Engine Guru
Creator and Lead Coder of TT.DLL
Official member of Tiberian Technologies
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Re: Notes on lighting/vertex solve features in scripts 4.x [message #485862 is a reply to message #485859] |
Sun, 09 February 2014 04:20 |
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Mauler
Messages: 448 Registered: May 2003 Location: Alberta, Canada
Karma: 0
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Commander |
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I notice that the lighting ingame does not effect LOD models sub objects past .00 model, (This is the highest poly model) anything below that doesn't receive lighting and is very noticeable when the LOD model is switching to other levels of detail..
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Re: Notes on lighting/vertex solve features in scripts 4.x [message #485907 is a reply to message #485862] |
Mon, 10 February 2014 01:09 |
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saberhawk
Messages: 1068 Registered: January 2006 Location: ::1
Karma: 0
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General (1 Star) |
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Mauler wrote on Sun, 09 February 2014 03:20 | I notice that the lighting ingame does not effect LOD models sub objects past .00 model, (This is the highest poly model) anything below that doesn't receive lighting and is very noticeable when the LOD model is switching to other levels of detail..
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I'm not seeing that. Lighting seemed fine on multiple LOD levels when I tested some stock Renegade vehicles. They are all getting the same lights.
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Re: Notes on lighting/vertex solve features in scripts 4.x [message #490769 is a reply to message #485859] |
Sat, 30 May 2015 23:12 |
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FYI, if you want bumpmapped objects to have vertex solve applied anyway (i.e. bypass the special-case logic we added for them) then you put Prelit=false into the "user properties" and they will be handled the way they are in stock renegade.
Jonathan Wilson aka Jonwil
Creator and Lead Coder of the Custom scripts.dll
Renegade Engine Guru
Creator and Lead Coder of TT.DLL
Official member of Tiberian Technologies
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