material / material override?
Re: material / material override?
AndakRainor, I can't reproduce your problem at all. Does your sx_town_window_light material use a shader or blend mode that doesn't work in low rendering quality? As of 2.2.4 reflections are mostly rendered as if rendering quality was set to Low.
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- AndakRainor
- Posts: 674
- Joined: Thu Nov 20, 2014 5:18 pm
Re: material / material override?
Here are my two materials:
So it seems the problem comes from the use of emissiveMap!
Code: Select all
defineMaterial{
name = "sx_town_window",
diffuseMap = "mod_assets/sx_town/textures/sx_town_window_dif.tga",
specularMap = "mod_assets/sx_town/textures/sx_town_window_spec.tga",
normalMap = "mod_assets/sx_town/textures/sx_town_window_normal.tga",
doubleSided = false,
lighting = true,
alphaTest = false,
blendMode = "Opaque",
textureAddressMode = "Wrap",
glossiness = 150,
depthBias = 0,
}
defineMaterial{
name = "sx_town_window_light",
diffuseMap = "mod_assets/sx_town/textures/sx_town_window_dif.tga",
emissiveMap = "mod_assets/sx_town/textures/sx_town_window_emi.tga",
specularMap = "mod_assets/sx_town/textures/sx_town_window_spec.tga",
normalMap = "mod_assets/sx_town/textures/sx_town_window_normal.tga",
doubleSided = false,
lighting = true,
alphaTest = false,
blendMode = "Opaque",
textureAddressMode = "Wrap",
glossiness = 150,
depthBias = 0,
}
Re: material / material override?
Yep, that'll do it. Emissive maps and emissive colors won't have an effect with Low render quality. Really wish the reflection thing was a config option 
Grimrock 1 dungeon
Grimrock 2 resources
I no longer answer scripting questions in private messages. Please ask in a forum topic or this Discord server.
Grimrock 2 resources
I no longer answer scripting questions in private messages. Please ask in a forum topic or this Discord server.
- AndakRainor
- Posts: 674
- Joined: Thu Nov 20, 2014 5:18 pm
Re: material / material override?
I tried without the emissive map, but with the emissive texture replacing the diffuse one. It works if I use lighting = false (but with those parameters my texture is then a little too bright compared to the emissive rendering I had... I will need to change it a bit).
A not so cool side effect is that I loose the glossiness which felt good for a window.
A not so cool side effect is that I loose the glossiness which felt good for a window.