Jump to content
The Dark Mod Forums

Vertex Colors break shading


Ralle321

Recommended Posts

2 minutes ago, Ralle321 said:

Btw, i forgot to mention DR doesn't show vertex colors, neither in unlit mode, lighting mode or in the model viewer.

DR will not show vertex colors in fullbright preview mode, but it should should vertex colors in lighting mode if the material has an appropriate vertex color stage. This is certainly working for me when I am testing vertex color export from the ASE and LWO exporters.

If this isn't working for you, could you please confirm which version of DR you are using and if possible provide an example model along with its MTR file which demonstrates the problem?

Link to comment
Share on other sites

Btw. what color did you use for the vertex color in the model?

Edit: oh I see it, you can use r_showVertexColor to check it. I only know examples of greyscale colors used to blend between textures, although according to original id docs it should just act like a multiply function with any color you like.

Edited by peter_spy
Link to comment
Share on other sites

diffusemap       textures/darkmod/vertexcolors_break_shading/placeholder2

{
	blend	specularmap
	map 	textures/darkmod/vertexcolors_break_shading/placeholder2
	vertexColor
}

For some reason your material is only blending vertex colors with the specular map, which is why you don't see it in the renderer. If you want to see the vertex colors you need to blend them with the diffuse map, e.g.

{
	blend diffusemap
	map       textures/darkmod/vertexcolors_break_shading/placeholder2
	vertexColor
}

{
	blend	specularmap
	map 	textures/darkmod/vertexcolors_break_shading/placeholder2
	vertexColor
}

If I change this I can then see the vertex colors, although for some reason DarkRadiant does not want to load the "placeholder" DDS file so the wall and floor textures are missing.

vcol.png.5073b8c26fa8aa82af3da5bca0f49aa8.png

Link to comment
Share on other sites

Thanks, it works now in the lighting preview mode. :)

I wrongly assumed blending with the diffusemap was unnecessary, because it doesn't show vertex colors in TDM.

The "placeholder" dds file is uncompressed, that's probably the reason why it doesn't load in DR.

Link to comment
Share on other sites

12 hours ago, Ralle321 said:

I wrongly assumed blending with the diffusemap was unnecessary, because it doesn't show vertex colors in TDM.

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.

Quote

The "placeholder" dds file is uncompressed, that's probably the reason why it doesn't load in DR.

Actually that is useful information, thanks. The error is from OpenGL when we try to call glCompressedTexImage2D, which returns an invalid format. I thought maybe this was because there was a problem with my graphics drivers not supporting the required DXT formats, but if the data is actually uncompressed and we are trying to call the function to upload a compressed image, this might well be the cause of the problem.

Link to comment
Share on other sites

18 hours ago, Ralle321 said:

Thanks, it works now in the lighting preview mode. :)

I wrongly assumed blending with the diffusemap was unnecessary, because it doesn't show vertex colors in TDM.

The "placeholder" dds file is uncompressed, that's probably the reason why it doesn't load in DR.

So does this also resolve your shading issue ingame?

Link to comment
Share on other sites

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.

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

  • Recent Status Updates

    • OrbWeaver

      Does anyone actually use the Normalise button in the Surface inspector? Even after looking at the code I'm not quite sure what it's for.
      · 2 replies
    • Ansome

      Turns out my 15th anniversary mission idea has already been done once or twice before! I've been beaten to the punch once again, but I suppose that's to be expected when there's over 170 FMs out there, eh? I'm not complaining though, I love learning new tricks and taking inspiration from past FMs. Best of luck on your own fan missions!
      · 4 replies
    • The Black Arrow

      I wanna play Doom 3, but fhDoom has much better features than dhewm3, yet fhDoom is old, outdated and probably not supported. Damn!
      Makes me think that TDM engine for Doom 3 itself would actually be perfect.
      · 6 replies
    • Petike the Taffer

      Maybe a bit of advice ? In the FM series I'm preparing, the two main characters have the given names Toby and Agnes (it's the protagonist and deuteragonist, respectively), I've been toying with the idea of giving them family names as well, since many of the FM series have named protagonists who have surnames. Toby's from a family who were usually farriers, though he eventually wound up working as a cobbler (this serves as a daylight "front" for his night time thieving). Would it make sense if the man's popularly accepted family name was Farrier ? It's an existing, though less common English surname, and it directly refers to the profession practiced by his relatives. Your suggestions ?
      · 9 replies
    • nbohr1more

      Looks like the "Reverse April Fools" releases were too well hidden. Darkfate still hasn't acknowledge all the new releases. Did you play any of the new April Fools missions?
      · 5 replies
×
×
  • Create New...