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FPSC Classic Product Chat / dark atmosphere...bright charaters? >.>

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charlie mcdowell
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Posted: 27th Aug 2012 08:05
so i'll probably get burned for this but i dont even know where to begin looking on this subject..

ive been doing "trial" maps to learn FPS creator. I have a map with a dark atmosphere but the characters are literally bright.
Can someone just give me a clue on what to look up to fix this?

thanks

charlie
Ched80
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Location: Peterborough, UK
Posted: 27th Aug 2012 11:50
Dynamic entities don't react to the static lights in the game the same was as static entities. Static entities have the effect of lighting 'burned' onto them during the build process. Dynamic entities have their lighting calculated based on the average light in the level and the ambient light.

There are several ways around this, although there may be more. 1 is to adjust the texture of the entity (using GIMP, or something similar) so that it is darker then normal. Another way is to reduce the ambient lighting so that the entity doesn't glow as much.

I'm not so hot on lighting so may be someone else can explain better.

Disturbing 13
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Posted: 27th Aug 2012 11:52
I thought using enemies with shaders would fix that. I could be wrong though.

Disturbing13
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Ross tra damus
3D Media Maker
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Location: Looking to Escape London
Posted: 27th Aug 2012 12:44
This subject matter has bothered me for quite some time now because it happens with other things i.e. 'doors and dynamic walls'.
Never found a good workaround to this though.

I hope something can be done about this in any future FPSC upgrades because it spoils in many ways.

Maybe an 'On/Off' option in the entity's FPE file to switch lighting effects on individual items (I'm not a coder so I do not know if this can be possible though).

Good luck.
maho76
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Posted: 27th Aug 2012 15:03
as ched said, main thing is editing the texture. second to do is finding a good shader (as disturbing said), the ps2_0 bumpbone.fx is not that bad. take a look at the models in the OUTLANDERS pack (dont remember who does them), they are very nice in low light areas, so it seems to be a combination of shader and model. main thing is to setup your lightning and character-ways propperly (main thing is to use lights as small as possible, as big as neccessary).
characters are (mostly) not affected by light below around knee-height, try around with a row of lights and char following waypoint through them.

thats all i can say, i totally dropped using lights in my project except for special fx^^.

rolfy
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Posted: 27th Aug 2012 17:07 Edited at: 27th Aug 2012 19:15
I have seldom run into this even with shaders turned off. It seems like a lot of work to change a texture to fix this, all dynamic entity's should receive light as they pass under them and be dark when in shadow, if your player weapon is reacting correctly then its most likely that your using the wrong shader on the character as suggested. When placing lights near doors keep the range low and try to balance the ambience and lighting also place a small range light on the other side so you dont have complete darkness on the door on each side, its a trade off.
If using correct shader and your ambience is low enough for your level to be dark resulting in bright characters then its not the problem it sounds like you may have a couple of strong lights in your level which the character will receive no matter how far away they are from him when building, place a small range light nearby the character so it takes lighting average from this and it should cure the issue.

Awesome! Its one of those threads.
charlie mcdowell
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Posted: 31st Aug 2012 21:19
Thanks guys for the post. I don't know anything about the shaders but even in a complete no light room, they stand out. Anyways I'll update when I figure out shaders

charlie
charlie mcdowell
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Posted: 31st Aug 2012 22:35
OK update: I figured out shaders.
Nothing I change the entities to works
However
The only entity that works correctly is the flying skull from the WW2 pack
I changed the other entities shaders to the one of the skull but still doesn't work.

Suggestions?

charlie
DarkJames
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Posted: 1st Sep 2012 03:17
Shader maps, bro.

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charlie mcdowell
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Posted: 1st Sep 2012 04:00
Shader maps you say? Ill have to google that thanks

charlie
Kravenwolf
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Posted: 1st Sep 2012 12:25
Turn on dynamic lighting in the preferences tab

Kravenwolf

DarkJames
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Posted: 1st Sep 2012 23:12
Shader maps as in "Texture_N" and "Texture_S" and so. I advise Coz's Horror FX Character shader.

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charlie mcdowell
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Posted: 2nd Sep 2012 03:04
thanks dark james. i understand the texture_n _s and so on but i cant find them. are those in a download or come standard with FPSC. I downloaded Coz's horror shader, and it doesnt work with my current textures. i apparently need _S textures, but it looks awesome

charlie
DarkJames
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Posted: 2nd Sep 2012 03:59 Edited at: 2nd Sep 2012 04:00
You need to make them, try googling how to make specular and normal maps.

Addendum

Bond1 made a tutorial on Specular maps, google it.

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rolfy
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Posted: 2nd Sep 2012 10:43
All stock characters already have spec and normal maps (_S.dds, _N.dds) so you wont need to be making these. They sit in the same entitybank folder as the diffuse textures if your not seeing these then it might explain your problem.

Awesome! Its one of those threads.
charlie mcdowell
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Posted: 2nd Sep 2012 18:06
I found them. thanks guys

charlie

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