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#Actualgreenpig83

Posted 23 May 2013 - 01:24 AM

Yeah I tried to mess with the Lighting setting, Material setting... ambient,emission,specular... It does make it lighter, but never supass the texture real color.
It seem the only solution is to use Multi Texture, using ColorOp = Modulate2x or 4x. It does make thing brighter, how ever it require a lightMap.

This guy seem to solve my problem in his way. Not perfect but I think acceptable : http://age.hys.cz/viewtopic.php?f=5&t=2

15_2D_elevation_small.png

 

In his post, it seems he does use a lightMap, then modulate the slope surface with it : 

elevation_matrix.png

I tries to use his but it not very easy. Cause I'm not sure this is his real lightMap or just a demo, the gray value is not the same in all edge. because we only apply the lightMap to the sloped surface, flat surface surround it is intact. so that the Border must have the same gray value! Although this look quite right, the black region mean the surface need darkening, the white region mean it should be brighter. The gray mean we keep it as normal texture color! Still very headache.

 

The reason I want to use FFP, because this is just a 2D project using DirectX3D. Also I does use vertex,lighting, multiTexture. Still wonder if 5 year old laptop with integrated card support multi texture 3 stage :(


#2greenpig83

Posted 23 May 2013 - 01:20 AM

Yeah I tried to mess with the Lighting setting, Material setting... ambient,emission,specular... It does make it lighter, but never supass the texture real color.
It seem the only solution is to use Multi Texture, using ColorOp = Modulate2x or 4x. It does make thing brighter, how ever it require a lightMap.

This guy seem to solve my problem in his way. Not perfect but I think acceptable : http://age.hys.cz/viewtopic.php?f=5&t=2

15_2D_elevation_small.png

 

In his post, it seems he does use a lightMap, then modulate the slope surface with it : 

elevation_matrix.png

I tries to use his but it not very easy. Cause I'm not sure this is his real lightMap or just a demo, the gray value is not the same in all edge. because we only apply the lightMap to the sloped surface, flat surface surround it is intact. so that the Border must have the same gray value! Although this look quite right, the black region mean the surface need darkening, the white region mean it should be brighter. The gray mean we keep it as normal texture color! Still very headache.


#1greenpig83

Posted 23 May 2013 - 01:19 AM

Yeah I tried to mess with the Lighting setting, Material setting... ambient,emission,specular... It does make it lighter, but never supass the texture real color.
It seem the only solution is to use Multi Texture, using ColorOp = Modulate2x or 4x. It does make thing brighter, how ever it require a lightMap.

This guy seem to solve my problem in his way. Not perfect but I think acceptable : http://age.hys.cz/viewtopic.php?f=5&t=2

15_2D_elevation_small.png

 

In his post, it seems he does use a lightMap, then modulate the slope surface with it : 

elevation_matrix.png

I tries to use his but it not very easy. Cause I'm not sure this is his real lightMap or just a demo, the gray value is not the same in all edge. because we only apply the lightMap to the sloped surface, flat surface surround it is intact. so that the Border must have the same gray value! Although this look quite right, the back mean the surface need darkening, the white surface mean it should be brighter. The gray mean we keep it as normal texture color! Still very headache.


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