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Posted

What I've just noticed is that the ambient stage needs to be changed, too, otherwise the material will look different depending on which ambient rendering method is used.

 

So instead of

 

{ 
if (global5 == 1) 
blend add 
map ...
scale 1, 1 
red global2 
green global3 
blue global4 
}
you need to multiply the color values with the color parameters like this

{ 
if (global5 == 1) 
blend add 
map ...
scale 1, 1 
red global2*Parm0
green global3*Parm1
blue global4*Parm2
}

FM's: Builder Roads, Old Habits, Old Habits Rebuild

Mapping and Scripting: Apples and Peaches

Sculptris Models and Tutorials: Obsttortes Models

My wiki articles: Obstipedia

Texture Blending in DR: DR ASE Blend Exporter

Posted

Thank you Obst :) I did get it working, but I'll add this fix.

I have an eclectic YouTube channel making videos on a variety of games. Come and have look here:

https://www.youtube.com/c/NeonsStyleHD

 

Dark Mod Missions: Briarwood Manor - available here or in game

http://forums.thedarkmod.com/topic/18980-fan-mission-briarwood-manor-by-neonsstyle-first-mission-6082017-update-16/

 

 

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