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The NORMALS Problem
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noki
Combat Engineer


Joined: 19 Jan 2009
Location: Brazil

PostPosted: Sun Jan 06, 2013 8:49 am    Post subject:  The NORMALS Problem
Subject description: I suck at making puns :p
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Just when i thought i was getting the hang of it...

How do i fix all these lighting excess? Also in some angles it gets messy, that is because of the color or the normals?



tsunami.vxl
 Description:
the voxel file

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 Filename:  tsunami.vxl
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Atomic_Noodles
Defense Minister


Joined: 05 Oct 2011

PostPosted: Sun Jan 06, 2013 9:39 am    Post subject: Reply with quote  Mark this post and the followings unread

Double up the thickness inside, That brightness is usually due to the "hollowness" of most voxels.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Sun Jan 06, 2013 10:51 am    Post subject: Reply with quote  Mark this post and the followings unread

RA2 lighting is crap by default and this is the normal result.
3 ways to fix it
-handpainting the normals and placing on the sides a normal that is normally used for upper faces and not for sides
-using a darker color for the sides, than the top areas
-changing voxel.vpl to change the lighting for all voxels

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noki
Combat Engineer


Joined: 19 Jan 2009
Location: Brazil

PostPosted: Sun Jan 06, 2013 11:50 am    Post subject: Reply with quote  Mark this post and the followings unread


Darkened it and made a simple texture, now it dosen't looks like an moving blob. Gonna try doing an turret that hides the "imperfections" :p

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noki
Combat Engineer


Joined: 19 Jan 2009
Location: Brazil

PostPosted: Mon Jan 07, 2013 5:37 am    Post subject: Reply with quote  Mark this post and the followings unread

Too lazy at the moment to make my own turret, but this is how it looks like with a grizzly turret (Made by bu7loos)


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Atomic_Noodles
Defense Minister


Joined: 05 Oct 2011

PostPosted: Mon Jan 07, 2013 7:29 am    Post subject: Reply with quote  Mark this post and the followings unread

One other thing is you need to add more details and gradient effects on voxels.

BTW... WaterImage Units still refer to their LandImage for FLH's for now so if you plan on making a Tsunami Tank better make sure they have the same height.

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Allied General
General


Joined: 19 Mar 2004
Location: United Kingdom

PostPosted: Mon Jan 07, 2013 8:24 pm    Post subject: Reply with quote  Mark this post and the followings unread

Try playing around with lower values for:

ExtraUnitLight=
ExtraAircraftLight

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