Wall Sets LOG 1 Ported over to LOG 2
Posted: Sat Jan 17, 2015 8:44 am
These Sets are broken so they will not be issued anymore. Thank you Minmay for pointing that out in another topic.
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Looks like the model's scale is the wrong way around, messing up the lighting. Try scaling all axes by -1 (inverting the model) and flipping the normals.Drakkan wrote:2. color of the pillars. Not sure if it is porblem of map, or model ? but these black bricks looking reeealy weird
thanks minmay, hope Eleven or Batty will correct this, as problem is actually for lots of other models as well (sx_town_arch_short etc...)minmay wrote:Looks like the model's scale is the wrong way around, messing up the lighting. Try scaling all axes by -1 (inverting the model) and flipping the normals.Drakkan wrote:2. color of the pillars. Not sure if it is porblem of map, or model ? but these black bricks looking reeealy weird
this is kind of interesting ! I wonder where is the problemBatty wrote:I'd be happy to try to correct it but for me the lighting is ok on the models as you see in this pic:
(I'm running Win 7 if that matters)
Code: Select all
--- Wall ---
defineMaterial{
name = "sx_town_wall",
diffuseMap = "mod_assets/textures/sx_town_wall_dif.tga",
specularMap = "mod_assets/textures/env/brickwall_stone_root_spec.tga",
normalMap = "mod_assets/textures/sx_town_wall_normal.tga",
doubleSided = false,
lighting = true,
alphaTest = false,
blendMode = "Opaque",
textureAddressMode = "Wrap",
glossiness = 15,
depthBias = 0,
}
--- Pillars ---
defineMaterial{
name = "sx_town_door",
diffuseMap = "mod_assets/textures/sx_town_door_dif.tga",
specularMap = "mod_assets/textures/sx_town_door_spec.tga",
normalMap = "mod_assets/textures/sx_town_door_normal.tga",
doubleSided = false,
lighting = true,
alphaTest = false,
blendMode = "Opaque",
textureAddressMode = "Wrap",
glossiness = 15,
depthBias = 0,
}