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Author Topic: Single-Sided objects - lights up the scene ?  (Read 823 times)
acocq
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« on: July 07, 2009, 04:49:30 AM »


Just a quick question ... I have some models that are in essence single sided (sewer models from Dexsoft). By single sided I mean that when you look from inside the sewer tunnel, you see the textured polys, when looking from the outside can see through the polys that have their "backsides" to you.

When I look at them in let's say Lightwave, everything looks OK.

When I load them into GC, they are extremely bright (and in essence light up the whole scene) ...  Huh

The same happens when I load them into the object viewer ... they look like someone placed a 500.000.000 watt lightbulb inside them  Shocked

Any ideas (I tried "search", but didn't come up with anything I felt was related to this) ?

Cheers,
Andreas
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pixel_legolas
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« Reply #1 on: July 07, 2009, 08:05:22 AM »

in the texture property you can choose DOUBLE SIDED, then you can have planes like grass to be seen from both sides. Try to change blend mode to alpha test also
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BigDaz
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« Reply #2 on: July 07, 2009, 09:12:47 AM »

I don't know what the problem is but I don't think the object being single sided makes any difference. The, sky, terrain etc are single sided and it's fine. I would check the surfaces and see if the materials need altering, perhaps the luminosity is set too high.
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acocq
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« Reply #3 on: July 07, 2009, 09:15:05 AM »

I would check the surfaces and see if the materials need altering, perhaps the luminosity is set too high.
Yeah ... checked that already ... luminosity was set to "0" ... so that shouldn't be an issue.  I'll check the "double-sided" flag stuff when I get a chance (this evening) ...

Cheers,
Andreas
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pixel_legolas
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« Reply #4 on: July 07, 2009, 10:44:19 AM »

are exporting to fbx? remember that fbx also bakes in lights from scene so if your model had lights it might have slipped in. Happened to me yesterday
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cohen
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« Reply #5 on: July 07, 2009, 01:35:52 PM »

yeah, they are probably imported from layout fbx.  Just export to fbx via modeler.  Why not use lwo and lws anyways?  They work great.   Smiley  err, except the lws..  I atleast have to port my lws scenes to any version prior to the lightwave 9 series to work in gamecore.  But it works great none the less.
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acocq
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« Reply #6 on: July 07, 2009, 01:46:38 PM »

are exporting to fbx? remember that fbx also bakes in lights from scene so if your model had lights it might have slipped in. Happened to me yesterday

Yup ... right on ... the FBX has 4 lights  Tongue ... the LWO does work better (except the UV-coordinates get messed up).

Unfortunately, I only have LW 9.6 right now, so I'm stuck until they improve the LWS support to include the latest version (I do hope they update it  Roll Eyes). On the other hand, I've signed up for LW Core ... and that is supposed to support Collada  Smiley

Well wait a minute .... LW Core ... Game Core .... I see a trend here ...  Grin
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cohen
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« Reply #7 on: July 07, 2009, 01:58:01 PM »

Hey, I am in the CORE beta program too!   Cheesy  They have fbx support coming for CORE, so we are all good there.   Tongue
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acocq
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« Reply #8 on: July 07, 2009, 03:53:02 PM »

Hey, I am in the CORE beta program too!   Cheesy  They have fbx support coming for CORE, so we are all good there.   Tongue

Way to go Cohen ...  Cool

Do you use any 3D engine other than GC ?

Cheers,
Andreas
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Squat
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« Reply #9 on: July 07, 2009, 07:32:44 PM »

I realize this isn't the problem, but lights have a tendency to bleed onto other surfaces. It's most noticable when lighting the corner of one room and seeing it in the next room over on the wall. This is usually resolved after running lightmaps. Enabling full dynamic shadows would also technically solve that issue, so perhaps you could test with shadows to see if that changes anything.
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cohen
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« Reply #10 on: July 07, 2009, 08:33:12 PM »

Quote
Do you use any 3D engine other than GC ?

Cheers,
Andreas

nope, just GameCore.  But I've been meddling with others.  Namely interested in deferred renderers, and right now I've been experimenting with leadwerks and will try Esenthel later.  Currently I have my hands tied behind my back because of school, but do experment with other renderers when I can.  What I like about gamecore is the support for floating point precision buffers.  But what I'm really interested in is deferred lighting and shading and hope for it in GameCore 3.0, but only time will tell i guess.  But GameCore generally fulfills my needs.  Except for the way terrain was implemented.  I really want to dynamically display hires to lores terrain based on distance to camera.  Other apps I've seen use a "chunked lod" algorithm, which looks like it uses zones to control tesselation from what I gather.  If GameCore puts together deferred rendering and chunked lod for terrains, I'll have no need to even look at other engines.   Wink
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gekido
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« Reply #11 on: July 17, 2009, 11:34:05 PM »

We do have deferred lighting in the engine but have it disabled currently because it didn't add much / anything from what we could see speed-wise and has other side effects.

We may bring it back because everyone seems to think it's the greatest thing since sliced bread, but I'm not 100% convinced yet ;}
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