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RA2 lighting
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crevio
Commander


Joined: 19 Apr 2009

PostPosted: Thu Nov 05, 2009 5:00 pm    Post subject:  RA2 lighting Reply with quote  Mark this post and the followings unread

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Rayne
Cyborg Soldier


Joined: 13 Dec 2008

PostPosted: Thu Nov 05, 2009 5:04 pm    Post subject: Reply with quote  Mark this post and the followings unread

That's the way westwood coded it, I guess.
And drew the shadows.

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crevio
Commander


Joined: 19 Apr 2009

PostPosted: Thu Nov 05, 2009 5:27 pm    Post subject: Reply with quote  Mark this post and the followings unread

Is there a way to "weaken" the SE light source on vehicles? what I'm saying is if I point my aircraft nose to the se theres no light rflection but if i point the nose to the sw theres to much light, is there a way to make both the angles look the same?

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Thu Nov 05, 2009 5:42 pm    Post subject: Reply with quote  Mark this post and the followings unread

The light source comes for both from the SW. Normals on voxels use also a SW light.

Only the shadow is drawn as if there would be a SE light. This was done, so you can actually see a shadow. With the SW light the shadow on units would be that small, that you can hardly notice it.

I doubt there is any way to change the light which is used for the normals. The shadow might be possible to change via exe hacking, as this is nothing else than a silhouette of the unit drawn on the ground with a small offset to the side. Though i doubt that any of the exe coders is taking the time to find the right code to change the shadow offset.

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Team SomeGuy
General


Joined: 18 Aug 2006

PostPosted: Thu Nov 05, 2009 6:03 pm    Post subject: Reply with quote  Mark this post and the followings unread

Code:

ExtraUnitLight=.2   ; Extra light to make units glow.
ExtraInfantryLight=.2   ; Extra light to make infantry glow.
ExtraAircraftLight=.2   ; Extra light to make aircraft glow.


Edit those to help with lighting at least in part.

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raminator
Commander


Joined: 04 Oct 2005
Location: Bierkasten

PostPosted: Thu Nov 05, 2009 6:09 pm    Post subject: Reply with quote  Mark this post and the followings unread

extra light helps for less glowing units...

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m7
Commander


Joined: 17 Apr 2009

PostPosted: Thu Nov 05, 2009 7:18 pm    Post subject: Reply with quote  Mark this post and the followings unread

Ever check your normals? Most voxels generally have bright sides that face to the west.

Run autonormals, and post new pics.

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Thu Nov 05, 2009 8:23 pm    Post subject: Reply with quote  Mark this post and the followings unread

As pointed out it's the normals not the game that controls the lighting on units.

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crevio
Commander


Joined: 19 Apr 2009

PostPosted: Thu Nov 05, 2009 8:28 pm    Post subject: Reply with quote  Mark this post and the followings unread

it already has autonormals, maybe if I play around with the smooth and contrast settings I maybe able to achieve the results I'm looking for.

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MT
General


Joined: 23 Jun 2008
Location: Wandering Time

PostPosted: Thu Nov 05, 2009 8:49 pm    Post subject: Reply with quote  Mark this post and the followings unread

Did you rotate/flip this aircraft?
a) rotated in HVA editor
b) in the voxel editor, after normals were calculated?
c) no sir, this voxel if facing the right way in voxel editor, and the normals are new

if a), then I have no solution to offer but remaking the voxel (or re converting, if you did it that way), starting with it facing the right direction.

if b) then simply recalculate the normals, they should be recalculated if you flip/rotate or other large edits.

if c) then I can't help you.

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