PinkDot on 21/2/2020 at 08:41
That does not change the fact, that objects often stand out from brushes in terms of lighting, due to lack of mapped shadows. This is especially important for large architectural objects, where you would expect noticeable shadows cast on them. Plus Dark Engine does some kind of a line of sight check between center of the object and the light source and increases the overall brightness. It is noticeable for example, when an AI walks into the light - the lighting pops-in and out, so to speak, when he walks into and out of the light radius.
Derspegn on 23/2/2020 at 04:57
Quote Posted by PinkDot
That does not change the fact, that objects often stand out from brushes in terms of lighting, due to lack of mapped shadows. This is especially important for large architectural objects, where you would expect noticeable shadows cast on them. Plus Dark Engine does some kind of a line of sight check between center of the object and the light source and increases the overall brightness.
If I understand correctly, the overall brightness needs to be reduced? In Blender-->Object Mode I select a lamp, usually a Hemi, and change the brightness. Then I switch to the object to be exported, reduce Diffuse and Specular materials, and click 'Shadeless' under shading if the object has jagged edges or rough polygons. This is helpful when sunlight is applied and reveals exposed edges, although the brightness of the object is increased if the lamp is fairly bright.
There are also settings in Blender for objects to receive and cast shadows.
nicked on 23/2/2020 at 10:22
You won't carry over any lighting information from Blender unless you bake the textures, or much material information outside the diffuse texture name. You do want to make sure your edges are smooth-shaded to avoid obvious polys ingame.
Derspegn on 24/2/2020 at 13:18
Quote Posted by nicked
You won't carry over any lighting information from Blender unless you bake the textures, or much material information outside the diffuse texture name. You do want to make sure your edges are smooth-shaded to avoid obvious polys ingame.
I don't really do any textures baking, I just change values for Diffuse, Specular, and Shading after I assign and unwrap materials. Here are two screenshots of cliff objects under Raycast lighting; the first has noticeable edges and the second has some edges but appears more smooth. I've noticed that if I click Shadeless under Shading, the lighting appearance for that object will appear different in-game with DromEd:
Inline Image:
https://i.imgur.com/iabk7KS.jpg Inline Image:
https://i.imgur.com/J9i15Z6.jpg
ZylonBane on 24/2/2020 at 17:38
All you're really doing is setting whether the object is exported as flat-shaded or Gouraud-shaded. In Dark's object format, flat or Gouraud shading is set on a per-material basis. IIRC you can't manually specify smoothing groups; they're automatically generated by BSP based on the angular difference between adjacent faces.
R Soul on 24/2/2020 at 19:32
There are several exporter plugins for Blender and the one being used here could be using the 'shadeless' material flag to control the shader type that's written to the .e file.