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Old 25-03-16, 22:34   #521
AODfan
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Oh no, in StrPix. Not sure if you can do that without having to edit the entire level all over again though.
Setting the lighting to white in meta never worked for me for some reason.
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Old 25-03-16, 22:36   #522
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since you're talking about changing the wad while doing meta2tr: Is this a problem? I mean, does changing a small thing of the wad make you need to redo the whole map? Just curious
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Old 25-03-16, 22:48   #523
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Quote:
Originally Posted by Titak View Post
I have some objects which won't take on the surrounding lighting even though they are merged with the room geometry.
They do keep their static lighting even if I assign the pure white lighting.
They do react to Lara's PLS for example, just not to ambient lighting.



What can I do to get these objects to react to the lighting of the room?
Did you try to create new 'do_not_delete' file? Sometimes when you put 'roomall.mqo' to meta2tr.exe few times, it stops to update rooms lighting.
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Old 25-03-16, 23:03   #524
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You mean delete the current do-not-delete file and unpack the original .tr4 file again?
This will create a new do-not-delete and then I should reconvert all mqo files and bmp files again.
Is that what you mean?


Quote:
Originally Posted by SrDanielPonces View Post
since you're talking about changing the wad while doing meta2tr: Is this a problem? I mean, does changing a small thing of the wad make you need to redo the whole map? Just curious
As long as you don't change any textures, or something else that will change the order of the textures on the bmp, you should be fine.
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Old 25-03-16, 23:06   #525
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Quote:
Originally Posted by Titak View Post
You mean delete the current do-not-delete file and unpack the original .tr4 file again?
This will create a new do-not-delete and then I should reconvert all mqo files and bmp files again.
Is that what you mean?
Indeed
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Old 25-03-16, 23:11   #526
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Okay. Got it. I'll give it a try.

Otherwise I'll edit the object in STRPix, giving it moveable lighting. See what that does.
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Old 26-03-16, 03:40   #527
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why delete the do not delete file? if you unpack again, the do not delete file will be re-written... furthermore, the do not delete is simply a tr4 file
your problem is because after many times you inject the mqo files, infos about vertex colors in that area get lost. Usually new vertices search for the nearest colored vertices in that area in the do not delete file (so meta2tr reads the nearest vertices in the former version of the tr4 file), and if it does not find any, it gives a random color or flat colors to all vertices at once.
To fix this, unpack again the original tr4 file and re-import tiles+mqo's Or use manual color-painting... to use the same illumination, with the vertex color tool on, pick up the values with left-click of the mouse + shift key on a vertex near the new ones
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Old 26-03-16, 11:30   #528
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Quote:
Originally Posted by psiko View Post
To fix this, unpack again the original tr4 file and re-import tiles+mqo's
I've just done that, but that object is still white and flat.


Quote:
Originally Posted by psiko View Post
Or use manual color-painting... to use the same illumination, with the vertex color tool on, pick up the values with left-click of the mouse + shift key on a vertex near the new ones
This is indeed what I've been doing. Works well, but for some objects it is quite a task. So I figured it would be nice to have at least a starting point with the objects taking on the surroundign lighting.


I'm going to try AODfan's suggestion about giving the objects moveable lighting in STRPix.
See what that does.
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Old 26-03-16, 17:30   #529
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Tried AODfan's suggestion and at least the objects are not that white anymore.
But I will have to manually adjust the lighting anyway. But at least I now have a better starting point.

Thanks for the tips!
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Old 28-03-16, 18:34   #530
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Last edited by HD86; 31-03-16 at 00:40. Reason: wrong question
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