Material issue
by Ahmed@ · in Torque Game Engine · 12/14/2005 (6:53 am) · 7 replies
Any idea why the model will look different in Torque?
Max

show tool

game

thanks
Max

show tool
game
thanks
#2
It is checked! I even tried changing the light position in TSTool and add more lights in the game but nothing seem to affect it.
12/14/2005 (7:20 am)
Thanks for the quick reply. It is checked! I even tried changing the light position in TSTool and add more lights in the game but nothing seem to affect it.
#4
you can see the difference in the image below

Any idea why the following texture would cause the car to look flat?
12/14/2005 (11:30 am)
I think i found the cause of the issue, it seems to be the blue texture which I generated in Paint. When I changed the textureyou can see the difference in the image below
Any idea why the following texture would cause the car to look flat?
#5
12/14/2005 (1:32 pm)
Because the texture has a high light value, and lighting will only add to colour in game, not have darkness subtract from it. So you need to make your textures darker, and light will make them brighter where they are lit in game.
#6
12/15/2005 (4:30 am)
Thanks all I managed to sort it out, it was 2-sided issue. It worked after removing it.
#7
Do not take this as an offense, but that's incorrect. In stock TGE lighting is blended against textures using multiply blending. Since color component values are treated by the video cart as ranging from 0.0 to 1.0, that can only darken the texture colors, and the brightest value is the original texture color.
The Lighting Kit uses an enhanced blending scheme, where the resulting color is multiplied by two and then clamped to 1.0 (something like that). This allows light to increase the brightness of a texture to higher values than it's original color when the light's color components have values greater than 0.5 (at 0.5 you get the original texture colors). This is somewhat equivalent to having a photoshop layer blend set to "overlay".
12/15/2005 (5:07 am)
Quote:Because the texture has a high light value, and lighting will only add to colour in game, not have darkness subtract from it. So you need to make your textures darker, and light will make them brighter where they are lit in game.
Do not take this as an offense, but that's incorrect. In stock TGE lighting is blended against textures using multiply blending. Since color component values are treated by the video cart as ranging from 0.0 to 1.0, that can only darken the texture colors, and the brightest value is the original texture color.
The Lighting Kit uses an enhanced blending scheme, where the resulting color is multiplied by two and then clamped to 1.0 (something like that). This allows light to increase the brightness of a texture to higher values than it's original color when the light's color components have values greater than 0.5 (at 0.5 you get the original texture colors). This is somewhat equivalent to having a photoshop layer blend set to "overlay".
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