static mesh lighting?

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Spyrewolf
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Location: Wellington::New Zealand

static mesh lighting?

Post by Spyrewolf » Mon Apr 16, 2007 4:13 am

i'm not sure whether or not this is an old bug, but the lighting in the static mesh seems bugged.

the only lighting i can draw from is the ambient lighting? the SunLight and light and dynamic light seem to have no effect what-so-ever

this leaves the static mesh standing out, and very flat?

wooper
Posts: 58
Joined: Wed Jul 13, 2005 11:18 pm
Location: canada

Re: static mesh lighting?

Post by wooper » Fri Sep 12, 2008 2:52 pm

hey thetre
im having this exact same problem now still...
but i see no one answered your plea for help yet in over a yrs waiting.
I hope someone raeds this and has an answer
for the problem of static meshes and proxies
not being able to be liot properly.
I was usuing FReditpro..
is it possible its something to do with that program
and should i use RfEdit instead ??

thx

Wooper

Danimita92
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Location: Lanzarote/Canary Islands/Spain

Re: static mesh lighting?

Post by Danimita92 » Fri Sep 12, 2008 5:06 pm

Can't you use normal mapping?

wooper
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Joined: Wed Jul 13, 2005 11:18 pm
Location: canada

Re: static mesh lighting?

Post by wooper » Sat Sep 13, 2008 2:43 pm

hi again
and thx dan for the reply.

ok..being a relative newbie to RF..
what exactly do you mean by NORMAL MAPPING ??
what I did was import a mesh as an actor to use as geometry
as was suggested often in here.
then I used a staticmeshproxy or staticmesh to
implement it into the map..
first i tried it as is...then i tried different setting in the lighting
settings of the mesh and none of them SEEMED to allow
lighting ..from the level or a LIGHT entity to be seen on the mesh
also as I approach the mesh in First person mode..the mesh seems to flicker
darker or brighter..depending on the angle that i approach it from.
in THIRD PERSON MODE...it didnt do the flickering....BUT ..
nor did the normal lighting seem to work also.
so here i am---dying for an explanation and help to make
meshes work as geometry..as i have made a ton of then
to use in my game as actor / geometry.

thx one and all for input.

Wooper

wooper
Posts: 58
Joined: Wed Jul 13, 2005 11:18 pm
Location: canada

Re: static mesh lighting?

Post by wooper » Tue Sep 16, 2008 3:20 pm

ok here is a biot more info

iove imported a bunch of modles from MILKSHAPE
in to RF as actors
BUT........their TEXTURES dont seem to show
so they come across ass all DARK if not lighted
and iof they are lighted they come across as
as GRAYISH WHITE.........NO TEXTURE.
I have tried using the EXTRA MATERIALS BUTTON in
ASTUDIO to imprt it and ..no works.
The model does show the texture as ON in MILKSHAPE
but exportd it sems to get lost.
im using the lastest version of MILKSHAPE
and I never had this problem with the older version
any ideas ???

thx

Wooper 8)

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bernie
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Re: static mesh lighting?

Post by bernie » Tue Sep 16, 2008 3:41 pm

1 Normal mapping does not work on Static mesh.
2 you must use texture sizes a power of 2 eg. 128x128, 256x256, 512x512 etc.
3 textures must be .bmp format if using AStudio.
4 If you download and use Equity 4.2.7 you can build your actor directly from a .ms3d file and you can also then use .tga files for textures.
5 The texture file must be in the same folder as the .Ms3d or .bdy file.

wooper
Posts: 58
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Location: canada

Re: static mesh lighting?

Post by wooper » Tue Sep 16, 2008 5:04 pm

thank you bernie.

i was doing that right now..using Equity
as you wrote..

it impotred the texture and all
in to reality factory as a ,.act
BUT

im still having probs with the lighting
I have tried BOTH--staticmesh and staticentityproxy.
and in NEITHER does the AMBIENT lighting look natural
if i add a LIGHT entity and put it close to teh actor--it lights the WHOLE
actor up...NOT just the parts that would in reality be affected by real light.

any idas on settings to use so that the ACTORS would light like GEOMETRY does ??

thx

Wooper

wooper
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Location: canada

Re: static mesh lighting?

Post by wooper » Sat Sep 27, 2008 5:39 pm

woo hoo

I got it to work properly.

I made a ton of meshes using 3DGS and then
exported them all as MODELS in MDL7 format
and then into Milkshape thru to Equity and added
in the textures..and then into realityfactory as .act files.
and now because the textures were added in properly
i can use them as .act files and have them placed in the level
where i like...sized and lit as I want..using
StaticMesh entities and ...VOILA...there they is..woo hoo
How do i put up a screen shot on here plz ??

thx

Wooper

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bernie
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Re: static mesh lighting?

Post by bernie » Sat Sep 27, 2008 6:01 pm

Add a .gif file as an atachment to your post. DO NOT USE .bmp.

wooper
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Location: canada

Re: static mesh lighting?

Post by wooper » Sat Sep 27, 2008 6:40 pm

thx bernie
i think I got it..

Wooper
screenshot.gif
screen shot using meshes as actors
(44.74 KiB) Downloaded 17 times

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bernie
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Re: static mesh lighting?

Post by bernie » Sat Sep 27, 2008 6:45 pm

Oh yes. Looks good.

wooper
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Location: canada

Re: static mesh lighting?

Post by wooper » Sat Sep 27, 2008 6:52 pm

ok bernie...

thx for all your help..
I to..from here on in
will try and be of help to the reality factory site too
as much as i can.

I love this engine and see great things for it
if we can all work towards improving it.

thx again..

Wooper :shock:

Danimita92
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Location: Lanzarote/Canary Islands/Spain

Re: static mesh lighting?

Post by Danimita92 » Sat Sep 27, 2008 6:53 pm

Wait, wait, what did you do in this screenshot? Make the lighting on the columns look good? If so, how?

wooper
Posts: 58
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Location: canada

Re: static mesh lighting?

Post by wooper » Sat Sep 27, 2008 8:19 pm

hi dan

what i did was
use the actors
as Staticmeshes
and then just set the Staticmesh settings..
with much experimentation...to teh settings that allowed
the ambient and added lights to be
displayed on the staticmeshes..as it is on normal actors.
does that tell you what your asking ??
i can give more details if you need them..
step by step..
thx
and I hope it looks ok now ??

Mike

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bernie
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Re: static mesh lighting?

Post by bernie » Sat Sep 27, 2008 8:37 pm

Do it step by step please others will want to know exasctly how you did it. Thanks.

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