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Ralle321

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Posts posted by Ralle321

  1. Quote

    Really? That sounds like a bug. It certainly should be possible to modulate the diffusemap with vertexColor, and the result should look similar in game to how it does in the DR renderer. Modulating the specular map is certainly possible, but this should only affect the color of the specular highlight, not the overall color of the model which is determined by the diffusemap stage.

    Yeah, i found it odd too, because usually vertex colors are blended with the diffusemap, yet here in tdm it works only with the specularmap.

    @STiFU: No, it's still faulty ingame.

  2. @HMart: It's just a demonstration model for my issue

     

    So, here is a more simple example using just a cylinder beveled twice:

    Cylinder types from left to right:

    1) smooth with hard edges

    2) smooth

    3) smooth + weighted normals

    4) smooth + weighted normals + vertex colors

    5) smooth + vertex colors

    6) smooth with hard edges + vertex colors

    8ut3he3y.png

    The vertex colored cylinders look corrupted.

    After making the first Screenshot, i quit tdm, start it again, make the second Screenshot and get this:

    szht9j3e.png

    As you can see, two vertex colored cylinders display correctly this time.

    So, i could quit tdm and start it again over and over, and each time i will get a random result for the vertex colored cylinders, while the ones not containing vertex colors always display correctly. Simply having vertex colors in the models is required to get broken shading, commenting them out in the .mtr file doesn't fix their faulty behaviour, only removing them from the model does.

    Comparing the ase files from cylinder 3 & 4 with notepad++ shows as expected no difference besides the left out vertex color information on cylinder 3.

     

    Testmap updated with cylinders: https://mega.nz/file/hBgl2byQ#MdVn2JVIhGRPuuPtXjSDOLZdY9Ix2ohQAA_0zHYIOh0

  3. Sure thing, here are my export settings (i'm using Blender 2.83 with the ase exporter from Orbweaver):

    hqupsa2y.jpg

    You can have the blend file as well: https://mega.nz/file/ZFRjASTY#wxZ62WdHDWATLWek6EjOJw830HSdEr3OUia331s9GOw

    4 hours ago, cabalistic said:

    So, to me it looks like the model with vertex colors has gotten its vertex normals/tangents/bitangents messed up. Whether that happened during export or during load by the game, I'm not sure.

    I doubt this has something to do with the export, since the ingame render from the vertex colored model can become good and bad with the same file. Plus, both models had the same export settings and the one without vertex colors always renders fine.

  4. No luck with 2.08 beta 7: https://s12.directupload.net/images/200615/y7oq9xmv.png

    2 hours ago, STiFU said:

    As far as I know, Vertexcolors are exclusively used to blend textures. Conversely, only grayscale colors should be used.

    Details here and here.

    Grayscale values don't make the problem go away for me: https://s12.directupload.net/images/200615/llynbogo.png

    Are vertex colors only meant to be used for blending materials in the dark mod? Vertex colored models totally work for me, when the game(or whatever is responsible) doesn't decide to screw their shading.

  5. I'm getting broken shading on models using vertex colors. This happens irregularly and might need a few tdm restarts to show up.

    Without vertex colors the shading is always fine.

    So i made a testmap showing a model with vertex colors(green) and a copy without vertex colors(grey):

    Broken:

    https://s12.directupload.net/images/200615/5zowqjao.png

    https://s12.directupload.net/images/200615/nlr7crb3.png

    Fine:

    https://s12.directupload.net/images/200615/mk2rbalo.png

    https://s12.directupload.net/images/200615/6tnswcyq.png

    Always fine without vertex colors:

    https://s12.directupload.net/images/200615/z5rbpj86.png

    https://s12.directupload.net/images/200615/pushrgbk.png

    Testmap for download: https://mega.nz/file/1IYXCaJQ#WttwX7bBmlH-GDVKzQtuubNUxm3kbZRAvlqr8NS2Tv4

    Also interesting, when removing the vertexcolor line from the mtr file, the problem can still be observed.

    Can you guys confirm this issue?

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