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Notes on lighting/vertex solve features in scripts 4.x [message #485859] Sun, 09 February 2014 04:14 Go to next message
jonwil is currently offline  jonwil
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Here are some notes on various changes and features to lighting/vertex solve stuff in scripts 4.x:
Firstly, in scripts 4.x, we have a fix so that meshes with no vertex colors and an opacity of less than 1 have vertex solve correctly applied (the most notable example of this is the Nod Airstrip glass which you no longer need to hide when you vertex solve)
Secondly, there is a fix so that vertex solve is correctly applied to meshes with bump-mapping (i.e. water) which means you no longer need to hide these meshes either. In fact you no longer need to hide any meshes when running vertex solve.
and thirdly, if you put Prelit=true into the "user text"/"user properties" setting of a mesh (not sure exactly what its called in Max/Gmax), it will cause LE to ignore that mesh and not apply vertex solve to it. This feature combined with the right texturing will allow you to do westwood-style pre-lit light-mapping (or as close as its possible to get without the special tools westwood used)


Jonathan Wilson aka Jonwil
Creator and Lead Coder of the Custom scripts.dll
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Creator and Lead Coder of TT.DLL
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Re: Notes on lighting/vertex solve features in scripts 4.x [message #485860 is a reply to message #485859] Sun, 09 February 2014 04:15 Go to previous messageGo to next message
jonwil is currently offline  jonwil
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Bah, this should be in the mod forum.


Jonathan Wilson aka Jonwil
Creator and Lead Coder of the Custom scripts.dll
Renegade Engine Guru
Creator and Lead Coder of TT.DLL
Official member of Tiberian Technologies
Re: Notes on lighting/vertex solve features in scripts 4.x [message #485862 is a reply to message #485859] Sun, 09 February 2014 04:20 Go to previous messageGo to next message
Mauler
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I notice that the lighting ingame does not effect LOD models sub objects past .00 model, (This is the highest poly model) anything below that doesn't receive lighting and is very noticeable when the LOD model is switching to other levels of detail..
Re: Notes on lighting/vertex solve features in scripts 4.x [message #485907 is a reply to message #485862] Mon, 10 February 2014 01:09 Go to previous messageGo to next message
saberhawk
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Mauler wrote on Sun, 09 February 2014 03:20

I notice that the lighting ingame does not effect LOD models sub objects past .00 model, (This is the highest poly model) anything below that doesn't receive lighting and is very noticeable when the LOD model is switching to other levels of detail..


I'm not seeing that. Lighting seemed fine on multiple LOD levels when I tested some stock Renegade vehicles. They are all getting the same lights.
Re: Notes on lighting/vertex solve features in scripts 4.x [message #485908 is a reply to message #485859] Mon, 10 February 2014 01:27 Go to previous messageGo to next message
Mauler
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Video of the error
http://www.youtube.com/watch?v=HrKnhmNVlXE

And model source HLOD
  • Attachment: LOD_MODEL.rar
    (Size: 425.67KB, Downloaded 171 times)
Re: Notes on lighting/vertex solve features in scripts 4.x [message #485956 is a reply to message #485908] Mon, 10 February 2014 22:17 Go to previous messageGo to next message
saberhawk
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Mauler wrote on Mon, 10 February 2014 00:27

Video of the error
http://www.youtube.com/watch?v=HrKnhmNVlXE

And model source HLOD



The only thing I can think of that may cause that is if "Compute Vertex Solve" somehow applied to that mesh and it switched LOD levels. I don't think LE applies this to lower LOD levels and if that's what's happening I can't fix it.
Re: Notes on lighting/vertex solve features in scripts 4.x [message #485965 is a reply to message #485862] Tue, 11 February 2014 12:20 Go to previous messageGo to next message
Jerad2142 is currently offline  Jerad2142
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Mauler wrote on Sun, 09 February 2014 04:20

I notice that the lighting ingame does not effect LOD models sub objects past .00 model, (This is the highest poly model) anything below that doesn't receive lighting and is very noticeable when the LOD model is switching to other levels of detail..


I am noticing something similar (in stock 3.4.4 Ren anyways)
For Example, if you make a terrain file that takes another terrain w3d file in as a aggregate, and in that file you have another w3d file as your LOD, when you generate lighting it'll look fine in LE, but once you get in game it will never have lighting on the LOD model.


Terrain->Aggregate->Aggregate LOD


Re: Notes on lighting/vertex solve features in scripts 4.x [message #489108 is a reply to message #485859] Tue, 26 August 2014 05:28 Go to previous messageGo to next message
roszek is currently offline  roszek
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Edit: I posted in the wrong forum Neutral

[Updated on: Tue, 26 August 2014 05:34]

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Re: Notes on lighting/vertex solve features in scripts 4.x [message #490769 is a reply to message #485859] Sat, 30 May 2015 23:12 Go to previous message
jonwil is currently offline  jonwil
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FYI, if you want bumpmapped objects to have vertex solve applied anyway (i.e. bypass the special-case logic we added for them) then you put Prelit=false into the "user properties" and they will be handled the way they are in stock renegade.


Jonathan Wilson aka Jonwil
Creator and Lead Coder of the Custom scripts.dll
Renegade Engine Guru
Creator and Lead Coder of TT.DLL
Official member of Tiberian Technologies
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