Hi
i don't see any bug report section so i post here.
I was using beach_thicket_broken to make my forest ground more interesting and i noticed a rendering/shadow (or maybe modelling) problem. Shadows of little branches are in wrong position (up, along z axis...or positionY), not lieing on ground.
Then i noticed same problem with beach_thicket_damaged. Maybe same problem on beach_thicket but there are too many branches to notice it.
beach thicket graphic problem
Re: beach thicket graphic problem
Does seem odd after you mentioned it I looked a them in my map. Seems like they are not being lit or something. Noticed it before but it was such a small thing I barely paid it any heed. Now I'll never not notice it... :p
My slow going projects...
viewtopic.php?f=14&t=4538&p=59753#p59753
viewtopic.php?f=14&t=4538&p=59753#p59753
Re: beach thicket graphic problem
Those aren't the shadows, rather, there are some triangles on the model with normals that make them much darker than the other branches.
Grimrock 1 dungeon
Grimrock 2 resources
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Grimrock 2 resources
I no longer answer scripting questions in private messages. Please ask in a forum topic or this Discord server.
Re: beach thicket graphic problem
Pretty sure this effect is caused by 'doubleSided = true' in the material settings of the branch material. The branches are only a few triangles with a transparent texture on them. To make them show up on both sides you can either make the model with two sides, or, to save triangles, use a texture (material) with 'doubleSided = true'. The downside of this is that lighting is only calculated for the 'real' side (the one made of triangles), the other side will look like a copy of that side. That's why one side of the branches looks either much darker or brighter than it should look - because it uses the lighting of the other side.
Usually you only use double sided textures if it's hard to see the 'wrong' side anyway or if it's only a very minor detail people usually don't examine closely. And in the end no one noticed this until Granamir had a closer look at it, so I guess it wasn't the worst decision AH made.
Usually you only use double sided textures if it's hard to see the 'wrong' side anyway or if it's only a very minor detail people usually don't examine closely. And in the end no one noticed this until Granamir had a closer look at it, so I guess it wasn't the worst decision AH made.
Re: beach thicket graphic problem
^^ yea it toke me too some day placing thickets around to notice it...btw now i noticed and is first thing i look now, even if i don't want
Re: beach thicket graphic problem
Hmmm, must remedy this eventually.
My slow going projects...
viewtopic.php?f=14&t=4538&p=59753#p59753
viewtopic.php?f=14&t=4538&p=59753#p59753