Jump to content

  • Log In with Google      Sign In   
  • Create Account


#Actualgreenpig83

Posted 22 May 2013 - 09:01 PM

Hi,

    I'm working with an tile based terrain. The terrain is display in an isometric view. I try to limit myself to FFP because I want to target low system computers. The problem is that I tried so many light direction, the world light is so dull. The maximum bright (the surface face the light ? ) is the current texture color. Every other surface look darker. I think the surface that direct the light should get brighter than it's normal texture color! How can I achieve it with old FFP ?
I want to achieve the flat terrain surface should get lit 100% (normal texture color). the slope face the light should get brighter, the other slopes should get darker!

sc3_zps386ada13.png

(same normal for 1 Triangle)

 

sc4_zps228f11e0.png

(Each vertex have its own Normal -  the edge look smooth, but the lighting even darker!)

 

Original Texture : 

15030_zps7e49cc20.png


#4greenpig83

Posted 22 May 2013 - 08:56 PM

Hi,

    I'm working with an tile based terrain. The terrain is display in an isometric view. I try to limit myself to FFP because I want to target low system computers. The problem is that I tried so many light direction, the world light is so dull. The maximum bright (the surface face the light ? ) is the current texture color. Every other surface look darker. I think the surface that direct the light should get brighter than it's normal texture color! How can I achieve it with old FFP ?
I want to achieve the flat terrain surface should get lit 100% (normal texture color). the slope face the light should get brighter, the other slopes should get darker!

sc3_zps386ada13.png

(same normal for 1 Triangle)

 

sc4_zps228f11e0.png

(Each vertex have its own Normal -  the edge look smooth, but the lighting even darker!)


#3greenpig83

Posted 22 May 2013 - 08:56 PM

Hi,

    I'm working with an tile based terrain. The terrain is display in an isometric view. I try to limit myself to FFP because I want to target low system computers. The problem is that I tried so many light direction, the world light is so dull. The maximum bright (the surface face the light ? ) is the current texture color. Every other surface look darker. I think the surface that direct the light should get brighter than it's normal texture color! How can I achieve it with old FFP ?
I want to achieve the flat terrain surface should get lit 100% (normal texture color). the slope face the light should get brighter, the other slopes should get darker!

sc3_zps386ada13.png

(same normal for 1 Triangle)

 

sc4_zps228f11e0.png

(Each vertex have its own Normal)


#2greenpig83

Posted 22 May 2013 - 08:55 PM

Hi,

    I'm working with an tile based terrain. The terrain is display in an isometric view. I try to limit myself to FFP because I want to target low system computers. The problem is that I tried so many light direction, the world light is so dull. The maximum bright (the surface face the light ? ) is the current texture color. Every other surface look darker. I think the surface that direct the light should get brighter than it's normal texture color! How can I achieve it with old FFP ?
I want to achieve the flat terrain surface should get lit 100% (normal texture color). the slope face the light should get brighter, the other slopes should get darker!

sc3_zps386ada13.png

 

sc4_zps228f11e0.png


#1greenpig83

Posted 22 May 2013 - 08:53 PM

Hi,

    I'm working with an tile based terrain. The terrain is display in an isometric view. I try to limit myself to FFP because I want to target low system computers. The problem is that I tried so many light direction, the world light is so dull. The maximum bright (the surface face the light ? ) is the current texture color. Every other surface look darker. I think the surface that direct the light should get brighter than it's normal texture color! How can I achieve it with old FFP ?

sc3_zps386ada13.png

 

sc4_zps228f11e0.png

 


PARTNERS