Sorry your browser is not supported!

You are using an outdated browser that does not support modern web technologies, in order to use this site please update to a new browser.

Browsers supported include Chrome, FireFox, Safari, Opera, Internet Explorer 10+ or Microsoft Edge.

FPSC Classic Product Chat / problem with faceted lighting

Author
Message
Disturbing 13
21
Years of Service
User Offline
Joined: 12th Apr 2005
Location: Murder Capital of the World
Posted: 14th Apr 2011 03:04 Edited at: 14th Apr 2011 03:05
How do I get large outdoor objects to not have this faceted look when lit by a large outdoor light? See pic. Is it something to do with the entity used?
Thanks in advance,
D13
[img]null[/img]

http://disturbing13projects.proboards.com/
Making Monsters do Horrible things!
Disturbing 13
21
Years of Service
User Offline
Joined: 12th Apr 2005
Location: Murder Capital of the World
Posted: 15th Apr 2011 04:19 Edited at: 14th Jun 2011 17:50
anybody?

http://disturbing13projects.proboards.com/
Making Monsters do Horrible things!
AJ Schaeffer
16
Years of Service
User Offline
Joined: 22nd Aug 2009
Location: Jacksonville,FL
Posted: 15th Apr 2011 04:25
I think thats a model problem, not fpsc

Making someone's day a little better because of one of my models means a lot to me.
Disturbing 13
21
Years of Service
User Offline
Joined: 12th Apr 2005
Location: Murder Capital of the World
Posted: 15th Apr 2011 15:31 Edited at: 14th Jun 2011 17:50
well it's an FPSC model just resized; maybe not meant to be so big.Hmm. Any suggestions for Large terrain?

http://disturbing13projects.proboards.com/
Making Monsters do Horrible things!
vortech
16
Years of Service
User Offline
Joined: 18th Mar 2010
Location: Finland
Posted: 15th Apr 2011 15:42
You'r should smooth it with some modelling program. just turn shading mode to smooth. That works on me.

Best texture of the Month.
Yay.
Avenging Eagle
20
Years of Service
User Offline
Joined: 2nd Oct 2005
Location: UK
Posted: 15th Apr 2011 17:29
I wonder if this is a UV mapping issue. I've noticed that when I export UV mapped models for LithUnwrap, it literally seperates faces apart to create the UV map, doubling or tripling your point-count without affecting your polycount.

Try importing the model in to a modelling program, then selecting all the points in your model and doing some kind of 'Merge Points' operation (at least that's what it's called in anim8or). If it asks you for a tolerance value, try something really low like 0.01 and click ok. This merges the points that are very close together in your model, and if the value is low enough, it won't affect the poly-count of your model. More importantly, you won't lose your UV mapping data

AE
defiler
17
Years of Service
User Offline
Joined: 4th Apr 2009
Location: Canada
Posted: 15th Apr 2011 19:33
FPSC does not use phong shading like most games today, darklights I think uses Gouraud shading.

http://en.m.wikipedia.org/wiki/Gouraud_shading

What phong shading is http://en.m.wikipedia.org/wiki/Phong_shading

Current Project: Lost Contact: Chapter 1
Disturbing 13
21
Years of Service
User Offline
Joined: 12th Apr 2005
Location: Murder Capital of the World
Posted: 16th Apr 2011 08:41 Edited at: 14th Jun 2011 17:52
@vortech-How do you turn shadeing mode to smooth? That might be a factor in the lighting.

@Avenging Eagle- I don't think it's that just because I've seen the model in milkshape and it seems completely solid. I use milkshape and I don't think it has the function you described. But thanks for your suggestion

@defiler- Thanks for the info. I hope something could be done with FPSC in the future about this.

Well here is what I did. The landscape is a few models from model pack 11 Imported into milkshape and retextured with the cliffs in modelpack 1 for continuity of the rest of the level. I then proceeded to create one huge model by making copies of each model and placed them (resizing them) to create the entire level so I't's placed as one single entity. The polly count is already 9182 faces, granted I don't get much slowdown but I get worried when I think of smoothing it out further. Do you you think since the entire model isn't being seen at one time that I could double the pollycount and still not suffer much in the fps catagory?

http://disturbing13projects.proboards.com/
Making Monsters do Horrible things!
rolfy
19
Years of Service
User Offline
Joined: 23rd Jun 2006
Location:
Posted: 16th Apr 2011 10:05 Edited at: 16th Apr 2011 10:14
I have seen the exact same problem with outdoor scenes using a long range light source, increasing the polycount wont always help, you have three options:
Increase the lightmapping quality.
Place a lot of smaller lights closer to the object.
Bake the shadows in your modeling program and make the object dynamic.

Any one of these may/may not do the trick. You could even try moving the light scource a little nearer the object sometimes folks get carried away with using a light range of 5000 or so and placing the light in the heavens, wont work too well.
Disturbing 13
21
Years of Service
User Offline
Joined: 12th Apr 2005
Location: Murder Capital of the World
Posted: 17th Apr 2011 04:15 Edited at: 17th Apr 2011 04:16
Thanks Rolfy, Going to give each one a try, starting with lightmap quality. Cross your fingers.

http://disturbing13projects.proboards.com/
Making Monsters do Horrible things!
Defy
FPSC BOTB Developer
VBOTB Developer '09
18
Years of Service
User Offline
Joined: 20th Aug 2007
Location:
Posted: 17th Apr 2011 05:46 Edited at: 17th Apr 2011 05:46
Good to see u back in action D13, also AE.
Yeah lots of good suggestions, Rolfy is right about lightmapping ideas. Good luck with it.

Link was the last thing I was working on with this engine/outdoor. http://forum.thegamecreators.com/?m=forum_view&t=171390&b=25

Login to post a reply

Server time is: 2026-06-17 11:05:46
Your offset time is: 2026-06-17 11:05:46