Ugly lighting on re-skinned static models

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Bjarne BZR
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Ugly lighting on re-skinned static models

Post by Bjarne BZR »

Ello lads.

I reskinned the c47 skytrain ( static_vehicle_allied_airplane-c47 ):
Image

And the indicrate ( static_item_indycrate ):
Image

... to fit better into my snowcovered map obj_vemork_approach.

The problem is that the c47 looks good with this shader:

Code: Select all

static_c47winter
{
 qer_editorimage textures/models/vehicles/c47winter/c47winter.tga
 {
  map textures/models/vehicles/c47winter/c47winter.tga
  rgbGen vertex
  }
}
But the crates look absolute CRAP with this one:

Code: Select all

indycrate_snow
{
 qer_editorimage textures/models/crates/indycrate_snow.tga
 {
  map textures/models/crates/indycrate_snow.tga
  rgbGen static
 }
}
How can I make the boxes better lit/shaded? ( I kan handle shaders, I just dont understand how they work :? )
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Bjarne BZR
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Post by Bjarne BZR »

According to tha shader manual, the only possible values for rbgGen is:
<const|constant|entity|exactVertex|identity|identityLighting|lightingDiffuse|oneMinusEntity|oneMinusVertex|vertex|wave>

So dont ask me how static got into the crate shader...
All attempts so far ( identity, vertex, entity ) have either become errouous of to light...

Still no solution... :cry:
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rOger
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Post by rOger »

Could you post the same screens with the original skins?
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Bjarne BZR
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Post by Bjarne BZR »

For you rOger, anytime :wink:

Image

Now it is painfully obvoius that this model has the same problem.

And as the strange rgbGen static comes from its original shader, maby the creator actually had no idea what he was doing and there is someting wrong with the model itself....
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rOger
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Post by rOger »

There don't seem to be that much of a difference except for the texture itself. Or am I missing something here?
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Bjarne BZR
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Post by Bjarne BZR »

No, U got it right. Think I'll select another model, or simply use regular brushes instead...
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