Ricebug on 3/8/2014 at 23:43
I made a semi-transparent floor, using a catwalk model as the base. I spread these around the room, but as you can see, a couple of them are brighter than the others. The room is symmetric on both axis.
Inline Image:
http://www.bogadocious.com/temp/shiny.jpgI put a thin airbrush between the solids where the fireplace mantles sit, figuring there was some sort of buffer conflict, but it's still the same.
Any ideas? A couple of throw rugs?
R Soul on 4/8/2014 at 01:17
Object faces are lit in either of two ways:
1: Each face evenly lit according to the light hitting the centre.
2. Each face is smoothly lit according to the light hitting each vertex.
It looks like your objects are using the first technique (the default during conversion). Make sure the light from the fireplace is exactly between the two of them and not offset, and take into account any other light sources that could be hitting one of them.
Ricebug on 4/8/2014 at 14:05
Everything is lined up on perfect axes, thanks to my OCD. That being the case, a third floor object (the one nearer the camera) should also be lighter.
The fireplace and an anim light placed in front of it are the only two lights. Had to add the second light because for some reason, the NVFlames wouldn't "reach" into the room, no matter how high the value. Odd.
I have an idea...
EDIT: I added -.15 Extra Light to the floor square nearest the fire and -.1 to the one to the right of that one. Additive = True
Inline Image:
http://www.bogadocious.com/temp/shiny2.jpg
Yandros on 5/8/2014 at 00:32
That looks pretty freakin' awesome.
Caradavin on 5/8/2014 at 00:38
Yes, it does look awesome, how you get the texture to reflect????
Yandros on 5/8/2014 at 01:43
It's not a reflection, not even NewDark can do that. It's the old trick of having an upside-down mirror image of the room under a floor made of partially transparent objects. NV first did it I believe in Hazelshade Cemetery, and since then others have also. I did it myself in DP2.
Ricebug on 5/8/2014 at 02:47
I went all-out on an FM, called (
http://www.bogadocious.com/thief/myfms.html)
Reflections. A lake reflects the castle, various floors inside; even a few tables reflecting silverware and dishes.
It was done in the Quake II days, though I believe it has been used in other game mods.