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[Help] Map/model Lighting

Adm_Z

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So... I am trying to make a planet texture, and give it a black shadow using map lighting, but the weird thing is, it keeps showing up with a red shadow. Even when the map ambient lighting is set to red, blue, black, whatever. White removes the shadow all together.

Is this something to do with the models material settings, or am I missing something with the map editor.:sweat:

Here is a pic of the 'red' shadow...
 

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CABAL

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Did you check the directional lights and ambient lights in the map editor? A red directional light aiming at the 'dark' side would create that effect, as would a red ambient light.
 

Adm_Z

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yeah, it only had one, but I'll try again.

//Edit: I tried it without any light and this planet, out of all the rest, is red.:sweat:
 

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Starfox1701

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This has got to be a material setting. Set the Ambiant, Specular, and emissive to black. Set the Diffuse to white and try again.
 

Adm_Z

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:sweat: Well...

I am really just re-textureing a planet in FO, and don't really know anything about modeling other than a few tutorials I read way back. Milkshape doesn't even work on my computer anymore...

I don't suppose anyone can do it for meh? I assume this kind of thing can be done through hex editing or something, because I don't have the .msd3 file.


Can anyone help? It is not a huge deal, but I would like to get it done somehow.:sweat:
 

CABAL

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I could mess with the model. What's the file name and can you please attach the new texture?
 

Starfox1701

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Yea There is no FO exporter out there for public use I know of.
 

CABAL

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FO doesn't need it's own exporter; it still uses the A2 .sod format. The errors people have when porting to FO are sprite related.
 

Starfox1701

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I thought that FO had it's own SOD version that was incompatible with 1.1A2
 

Adm_Z

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The reason alot of a2 models wouldn't work in FO is because the Devs removed the damage sprite entries. This has been fixed.

The reason FO models don't work in a2 is because you need all the engine glow sprite entries.
:cool:

The model is called map_planet_classH01.sod

and here is the desired texture, though there is also a planet glow, and atmosphere that will change the color. I"ll attach the atmosphere, but the glow doesn't make much of a difference.
 

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Dan1025

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Yeah FO uses the same SOD format A2 does, it's the sprite entries that stop you just copying them over to your install. Either add all the FO sprites to your install or import the model(s) and remove the sprite hardpoints.
 

Starfox1701

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Why would you waste the system resources doing engine glows as a sprite? Its is more efficent doing it purly in the texture. Whats the pay off?
 

Adm_Z

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it looks cool.:p
 

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Majestic

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Yeah simply eye candy. It has it's advantages and disadvantages.
 

Starfox1701

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The big disadvantage is the resource use. Explains why even with a gig of ram I stile have lag problems
 

Adm_Z

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Heh, I have 4 and it still laggs, but it has nothing to do with your computer at that point. Its the game engine. I don't know what was done, but in FO, they don't cause lag like they do in stock. The only things that cause lagg in FO are emitters, which have mostly been removed, and explosions, which are being worked on.

Oh, and certain map objects. I hope they fix that soon.:angel:
 

Adm_Z

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Has anyone looked into this yet? Just wondering.:sweat:
 

Adm_Z

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Cool. Well, it looks great now, but it doesn't spin anymore. Any chance you could fix that?

If not, I can probably live with it stationary.
 

Starfox1701

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IF it was spinning before and not now thats an animation and I don't think you can fix that in Milkshape; sorry man:cry:
 
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