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[Help] FO Lighting Issues

Majestic

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Hello all,

I am having a bit of trouble getting my models to work right in FO. I have duplicated the texture settings including the prefix's as they are on the FO Sabre class and yet my models still don't look the shame as the FO ones.

I have included some screenshots to show you want I mean. The FO models don't reflect the red and purple lighting yet they have the exact same settings as my models. Does anyone have any ideas on what the problem could be and more importantly how to fix it?

FOScreenShot_111006_141545.png FOScreenShot_111006_141948.png FOScreenShot_111006_142219.png
 

Adm_Z

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Could you post a pic of your ships, and the intrepids when you delete the map lighting node? just a hunch.:sweat:
 

Majestic

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Here are a couple, the first is with the map lighting deleted, the other two are with ambient adjusted to white and black.

FOScreenShot_111006_145305.png FOScreenShot_111006_145516.png FOScreenShot_111006_145526.png
 

Adm_Z

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Yeah, I would definitly say you have a material setting problem there.:sweat::lol2:

In the first two it looks like they are set to reflect the ambient light, so could this be a setting that is wrong? What are the settings you have them on now?
 

Majestic

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I originally thought the same thing, but wasn't able to nail it down.

My settings are:

Ambient - Black (Hue 160, Lum 0)
Specular - Black (Hue 160, Lum 0)
Diffuse - White (Hue 160, Lum 240)
Emissive - White (Hue 160, Lum 240)

And the texture prefixes are: [highlight]!opaque_name_!phong [/highlight]
 

K_merse

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Try to merge your model with an original FO model. Delete everything from the stock model except the textures and then replace the texture files with your files. Maybe there is some nuance we missed here...
 

Majestic

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Try to merge your model with an original FO model. Delete everything from the stock model except the textures and then replace the texture files with your files. Maybe there is some nuance we missed here...

That was a great idea unfortunately I still get the same results. I think it could possibly be a MS3D/3DS Max issue as I know that the FO models are hardpointed in 3D Max and I used MS3D. That is the only thing I can think of. Oh well we might figure it out at a later date. Thanks for the help Adm_Z and K_Merse, it's much appreciated. If you have any more ideas I'd love to hear them.
 

Adm_Z

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I originally thought the same thing, but wasn't able to nail it down.

My settings are:

Ambient - Black (Hue 160, Lum 0)
Specular - Black (Hue 160, Lum 0)
Diffuse - White (Hue 160, Lum 240)
Emissive - White (Hue 160, Lum 240)

And the texture prefixes are: [highlight]!opaque_name_!phong [/highlight]

All I can see is the !opaque tag. I have never used it, so maybe try dropping it and see what happenes?:sweat: other than that, maybe it is a difference with alpha channels or the FO models themselves.:sweat:

I usually use the tags !phong_material_!lambert
 

Majestic

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All I can see is the !opaque tag. I have never used it, so maybe try dropping it and see what happenes?:sweat: other than that, maybe it is a difference with alpha channels or the FO models themselves.:sweat:

I usually use the tags !phong_material_!lambert

The !opaque tag is what the FO models used, I switched over after first encountering the issues. I too use the !phong_material_!lambert tag myself.

It has to be something with the FO models and all 3D Max, that all I can put it down to.
 

K_merse

Star Trek: Evolution
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Hardpoints have nothing to do with lightnings, except of the narcelle glows, so I don't think that that could be the problem. However, it is possible that if you export your model from 3DS to a SOD file, it saves the texture lightning on a way which cannot be reproduced with MS3D.
If I were you, I would ask DOca and the other FO developers, I'm sure they could help you.
 

Amateur

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I've exported to FlOps before, from MS3D, and have had no issues. Here's what I use:

Black Ambient
White Diffuse
Black Specular
Black Emissive

!phong_name_!default

Hope I managed to help :thumbsup:
 

Majestic

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I've exported to FlOps before, from MS3D, and have had no issues. Here's what I use:

Black Ambient
White Diffuse
Black Specular
Black Emissive

!phong_name_!default

Hope I managed to help :thumbsup:

I'll be sure to give it a shot and see how that works. :thumbsup:
 

CptBenSisko

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im confused...do you want the models to reflect the lighting on the maps? or do you not want them to? if you don't want them to...then keep specular at zero and make sure to not use the !phong_texturename_!default material setting... For me..i use specular at 30 ambience at 30 diffuse at 200 or whatever is the highest and emissive at zero and i make sure the !phong_ is set in my texture settings..thats what i use for everything and it works like a charm in FO
 
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