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1082
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Developer / Technical / Re: Irrlicht - lighting
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on: December 03, 2011, 08:54:43 AM
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I've got the problem solved. And it wasn't exporter.
The problem was with models - not every verticle had assigned bone or so.
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1083
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Developer / Technical / Re: Irrlicht - lighting
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on: December 01, 2011, 07:16:56 AM
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This is a serious problem. Much of my .x exports from blender are looking this way:  And i don't know if it's Blender's fault or is it Irrlicht... I'll add that much animated objects has these verticles. It's happening when i select "export armatures" in Blender to make bones impact on the model (animate it).
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1084
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Developer / Technical / Re: Irrlicht - lighting
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on: November 29, 2011, 05:03:37 AM
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You might have done this, but just to make sure, have you enable the lightning on the terrain model? like: terrain->setMaterialFlag(EMF_LIGHTING, true);
It's obvious one (to me). @moi,  regarding the export. It might be the obj export plugin you use for blender. If it has options, look to make sure there is something to preserve hard edges. I will, thanks.
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1088
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Developer / Technical / Re: Irrlicht - lighting
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on: November 28, 2011, 12:45:04 PM
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Meantime, i have problem with .x file. Any idea why verticles may be so mixed?  Just look at guy's feet. Verts went mad. @EDIT Fixed it.
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1089
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Developer / Technical / Re: Irrlicht - lighting
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on: November 28, 2011, 10:02:45 AM
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It sure looks like there's something weird going on with the normals and/or the lighting. I've tried changing normals's settings, no use. The same lighting works fine for .3ds. Or maybe, the light direction is wrong? Looks like it facing upward instead downward It's facing towards point 0,0,0 from point 15,60,5. Map from downwards looks just the same as from upwards. The second screenshot has all the edges set to be smooth. You lost the smoothing group information in the export. Not sure if those black patches are on account of the smoothing groups. It's possible. Could also be non-perpendicular normals. I'm unsure how do i fix that? could be a problem with UV wrapping UV wrapping seems fine to me.
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1092
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Developer / Technical / Re: Irrlicht - lighting
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on: November 27, 2011, 01:54:14 PM
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I wonder how can i fix that.
Models are being made in Blender, and we're ( me and my brother ) are using materials, not an uv map (one .png or .bmp). We use colors, but wanted to use textures.
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1094
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Developer / Technical / Re: Irrlicht - lighting
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on: November 27, 2011, 01:03:57 PM
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Well, i've made it look better using .3ds file instead of .obj. Here's how it looks now:  But, is there a way to make this lighting smoother? As you can see it isn't as smooth as it was on (not working) .obj.
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1095
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Developer / Technical / Irrlicht - lighting
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on: November 27, 2011, 10:35:53 AM
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Hi. I need to make effective & nice looking light for one big object which cannot be a terrain. This is what i could achieve with video::SLight light_data; light_data.AmbientColor = video::SColorf(1.0,1.0,1.0); light_data.DiffuseColor = video::SColorf(1.0, 1.0, 1.0); light_data.SpecularColor = video::SColorf(0.5,0.5,0.5); light_data.CastShadows = true; light_data.Radius = 745.0; light_data.Type = video::ELT_DIRECTIONAL; scene::ILightSceneNode* light = menage->addLightSceneNode(0, core::vector3df(60,40,50)); light->setLightData(light_data);  I need help ASAP  ! If you have any idea on how to make good-looking lights with possible shadow dropping, write now! 
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1099
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Developer / Workshop / Re: Asepl's workshop of improvement
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on: November 25, 2011, 05:34:01 AM
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I guess this is not in game engine right? I'm his brother, and we thought of it. Maybe we will make a game out of it later on. Currently it's all only his models 0% of my scripting. We'll see how will it look in C++...
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