Lights those doesn't affect to the ground

Blitz3D Forums/Blitz3D Programming/Lights those doesn't affect to the ground

Pinete(Posted 2005) [#1]
Hi all,

I need help with the next issue..

I have a .B3D model of a ground with some buildings.
The ground has two texture, the first one is a colour texture and the second is the lightmap.

The buildings hasn't textures at all.
When I shoot with the pistol I create a light (type 2),
and the light affects to all the objects without
texture but doesn't affects to the ground.

It's strange because I have also some animated .B3D soldiers
with texture and they are affected with the light of the
shoot...

I have calculated the lightmap of the scenery model with
Gile[s] and exported to .B3D... maybe is some flag or
attribute that gile uses to give to the exported models or somehing like that...

Some idea? What could I do in order to make all the ground
could be affected by lights and not only the objects without texture?

Thanks in advance!


Paolo(Posted 2005) [#2]
Working with dynamic and static lighting is always hard work.

Lightmaps works by decreasing the bright of a model where
there are shadows, so your model must have a full bright fx
(EntityFX 1) applied so that the lightmap can work that way.
By applying an <EntityFX model,0> to your model you can reset
its bright FX to normal although your scene
will look different ... actually, the problem is combining
dynamic lighting with multitextured elements, your buildings
and soldiers are ok because both have less than 2 textures
applied (0 and 1).

My suggestion is, if your scene is mostly dark then do it
all with dynamic lighting (no lightmaps or multitexure),
if it is mostly bright then apply some textures to the
buildings and let the light to only affect the soldiers ...

Paolo.


Pinete(Posted 2005) [#3]
Thank you very much,

Really very thanks for your deep explanation.
Some minutes ago, before enter the forum again looking for any post, I have found the problem, and really occurs
that you like.

However I've discovered (it's the first time I experience that), it seems that you cannot override the material settings of Gile[s] from Blitz, I am refering to change the flag "full bright", for example.

If I change this from Gile (I'm refering turn Full bright Off), all goes well with dynamic lights,
as you say, to obtain a good effect is hard, but the terrain
even with the lightmap is affected by lights, but
if I don't change "full bright" from gile[s], I cannot change after export from Blitz, it seems to ignore the
entityfx...

What a strange thing!

..thank you very much for your help!!


Paolo(Posted 2005) [#4]
it seems that you cannot override the material settings of Gile[s] from Blitz

Yes, that also bother me ... internally the models keep
the information from the exporter ... don't know why, may be
some advanced users could tell us :)


Alienforce(Posted 2006) [#5]
-Bump-

Any one have solution this ?

Please!


Pinete(Posted 2006) [#6]
Basically it hasn't solution in terms of the posibilities
that Blitz brings to you.

If you have a model (a terrain or something similar) and
it is textured AND lightmapped, it will ignore all dinamic
lights in the scene because it is supposed that entity
has maximum bright (entitycolor 255,255,255) in order
to show a coherent illumination with the lightmap.

After a lot of research I obtained the conclusion of discard
the dinamic ilumination for the landscape.

Regarding the issue with Gile[s] flags if seems to be something normal. You cannot override some flags of the
loaded .B3D... maybe a more advanced user than me can help you in someway or can recommed you some piece of code to research...

regards!


Shambler(Posted 2006) [#7]
Regarding the Gile[s] flag, I had this same problem a long time ago with Quill3D and found a solution, I hope it works for you! ;)

Here is the code to remove EntityFX from a mesh...

For s=1 To CountSurfaces(mymesh)
br=GetSurfaceBrush(GetSurface(mymesh,s))
BrushFX br,0
PaintSurface GetSurface(mymesh,s),br
FreeBrush br
Next

from this thread...

http://www.blitzbasic.com/Community/posts.php?topic=26120&hl=fullbright


Pinete(Posted 2006) [#8]
wow!
:)
thanks! Sure we will try it!


Alienforce(Posted 2006) [#9]
YEAH! It XXXXXXX works!!!!!!!!!

Thanks Shambler!!