Game Development Community

SgDynamicDTSShadingDiffuseAmount

by Caylo Gypsyblood · in · 01/29/2008 (6:58 pm) · 5 replies

So here i am, finally debugged and have my old 1.42TLK working with new 1.52 But my player DTS's look pale and washed out, so I am fiddling with $pref::OpenGL::sgDynamicDTSShadingDiffuseAmount and nothing seems to be changing. How do i get contrast back into my player mesh?

#1
02/02/2008 (11:55 am)
The scarcity of replys here amaze me. Am I to believe that an UPGRADE version of the engine is actually a step backward when it comes to functions? My player mesh truly look ugly without $pref::OpenGL::sgDynamicDTSShadingDiffuseAmount!!! Is there some new 1.52 setting i dont know about?
#2
02/04/2008 (1:14 pm)
Am i invisible?
#3
02/21/2008 (7:22 am)
Is this thing on??? Hello?
#4
02/21/2008 (8:12 am)
The answer is quite simple, really. I just wish I knew what it was!

Actually, after a little digging, it seems that the pref you're talking about adjusts the balance between direct and ambient light. In the InstallLights routine of sgSceneObject.cc, about line 200, for example, you'll see how it's used.

Now in TGE 1.5.2, I see something similar in sgLightManager.cc around line 240 showing the pref is now gone and it's an even split between direct and ambient.

So it seems you can either hard code it yourself, put a pref hook back in, or beg John Kabus to make it better because he loves us and wants us to be happy!
#5
02/21/2008 (12:54 pm)
I'll put it in myself. Im just having a real hard time falling in love with 1.5#. I have had my 1.4TLK merged for months now; but still tracing down bugs, and very unhappy with 1.5 so far, its slower and clunky and very very unstable.

James; Thanks for finding where this pref ONCE went. I personally think this is the type of thing that should have been mentioned in some DOC or something... Lazy... i don't feel 1.5 is getting my moneys worth...