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Old 06-11-13, 18:03   #501
Titak
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No idea if there's a limit to that.
I've hardly ever used it on my levels.
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Old 06-11-13, 21:37   #502
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Quote:
Originally Posted by raiderromero View Post
i remember i only had to merge the static and the light would be applied like a wall , or not?
That is the way to do it, here's an example from a well known level.

Without the flare, the shatter looks the same, but with the flare it looks better.

You don't have to remove lighting on the object before merging it.

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if i merge into the map its exactly as it appears withoutmeta2tr why?
It might be because of the shape. Objects like a flat door will not react as much to the flare as a rounded object does.
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Old 06-11-13, 22:26   #503
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thank you but i meant light bulbs from the lightning buttom in NGLE, the static has static lightning and doesnt react to this kind of light, i merged into the map and the static is still flat. i kind of found a solution wiht the vlcr tool cause i can light/dark faces , but it will take time cause i need to add this effects for every corner in every room...
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Old 06-11-13, 23:32   #504
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meta2tr can surely specify better what I am going to say.
Anyhow, the tool does not keep record of the lights/shadows in the prj, it simply reads rgb values from the vertices.. when you add polygons, meta2tr colors its vertices choicing the vertex color from the nearest colored vertices. So, if in a room you have few poligons (or no textured polygons inside ngle), the new polygons will be flat lightned.. because they will be all near to the same colored vertex..
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Old 06-11-13, 23:56   #505
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Quote:
Originally Posted by meta2tr View Post
That is the way to do it, here's an example from a well known level.

Without the flare, the shatter looks the same, but with the flare it looks better.

You don't have to remove lighting on the object before merging it.

It might be because of the shape. Objects like a flat door will not react as much to the flare as a rounded object does.
Seeing as it's an object that isn't trying to fake room geometry, you could just open it in stripix, export as dxf, import again and change it's lighting type to 'moveable'. Then it will react to lights and flares. No room merging necessary.
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Old 07-11-13, 02:16   #506
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But that way it only reacts to the ambient room light and dynamic lights; sunbulbs spotlights and regular lightbulbs are ignored.
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Old 07-11-13, 12:00   #507
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But that way it only reacts to the ambient room light and dynamic lights; sunbulbs spotlights and regular lightbulbs are ignored.
right. And with meta2tr you can have colored vertex colors. And each object/vertex lit in a different way in the whole level, fitting the illumination and direction of lights, of different environments.

Oh, and merged objects are rendered 50% faster, expecially if they do not have collision (like plants or flowers, foliage, rubbish on floor), unless you have many rooms reaching/approaching) the limit of 8192 vertices (for each room).
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Old 07-11-13, 18:29   #508
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Quote:
Originally Posted by raiderromero View Post
i kind of found a solution wiht the vlcr tool cause i can light/dark faces , but it will take time cause i need to add this effects for every corner in every room...
I don't know if it's applicable in your case, but for my level I just created textures with a special edge and positioned those edges at the corners.
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Old 13-12-13, 19:24   #509
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Then I guess it's impossible to change the way the movables are lightened.
Pushable blocks look ugly when you want them to be discreet...
(plus there's no bump on them... >_>)


Couldn't it be done with FLEP or something like that to change the way these kind of objects or lightened, to make them look like they were statics merged in the room geometry? (I don't think it would be possible with Meta2TR)
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Old 22-12-13, 15:04   #510
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Quote:
Originally Posted by Joey79100 View Post
Then I guess it's impossible to change the way the movables are lightened.
Pushable blocks look ugly when you want them to be discreet...
(plus there's no bump on them... >_>)
The problem is the normals. If you can get the normals to match between the room "dummy" block and the pushable block, then they look almost the same in game.

I tried separating the block's faces in Metasequoia, so that each face would have its own normals. This works quite well.
Some screenshots so you can compare.

Unedited:


Edited:


You can download the test level here.

http://www.mediafire.com/download/4f...ushableTut.tr4

Credits to cgtextures.com for the wall textures.
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