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DeeZire Online > Editing Community > LOTR: Battle For Middle Earth I & II Editing » weird glowing and shadows (shadows fixed)

LOTR: Battle For Middle Earth I & II Editing Discuss any modding related issues to do with the Lord Of The Rings: Battle For Middle Earth I and II RTS games here.

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Old 01-12-2005, 07:49 PM   #1 (permalink)
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Default weird glowing and shadows (shadows fixed)

Anybody have any insights into the weird glowing emitted from the textures of imported w3d files? I've tried messing with the specular, emmisive, ambient and diffuse material properties in RenX, but no luck :S I could only seem to make it worse.
Oh, and shadows. BFME doesn't like volumetric shadows on units??
Looks in general direction of DZ...
[edit]
I just figured it out the shadow problem myself. In RenX select the geometry you'd like to cast a shadow then click W3D Tools then select the Shadow option. Simple enough.
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Old 01-12-2005, 11:09 PM   #2 (permalink)
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thanks for the information! it works!
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Old 01-16-2005, 05:41 PM   #3 (permalink)
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*bump* Anybody? DZ your thoughts perhaps?
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Old 01-17-2005, 07:58 PM   #4 (permalink)
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I've seen this asked across many forums. Seems like a good question.
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Old 01-17-2005, 09:18 PM   #5 (permalink)
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I have no idea... Phoib or Flyby maybe best placed to figure this one out.
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Old 01-17-2005, 09:36 PM   #6 (permalink)
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Tried Phoib He doesn't have the game yet. Not sure about Flyby.
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Old 01-18-2005, 03:08 AM   #7 (permalink)
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BFME doesn't lay in my line of interest.
I don't have the game and probably wont buy it either...

You tried every option in the vertexmaterial tab and the shader tab?
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Old 01-18-2005, 08:27 AM   #8 (permalink)
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Quote:
Originally Posted by DeeZire";p=&quot View Post
I have no idea... Phoib or Flyby maybe best placed to figure this one out.
Ha, I have as much knowledge about W3d settings as you! :P

I'll get the game this friday, and will play it next monday.

However, I talked to Rene, he had some idea's about it.

He pointed out this tank: http://www.newlove.cn/upload/UPFILE/...e/175/tank.jpg didnt had any lighting problems.

He had this idea: with the models who are too bright, try to put on the Shader options, the detailcolor on InvScale.
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Old 01-18-2005, 02:39 PM   #9 (permalink)
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Whoever's tank that is should try it in a day map. I think its a combination of the maps brightness and a w3d settings. In the day the w3ds i imported glowed intensely, yet EA's did not. In a night map imported w3ds nor EA's glowed. And I tried that InvScale fix. No dice
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Old 01-18-2005, 02:44 PM   #10 (permalink)
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I've had a look at many W3D models when searching out the extended information. I did notice that many models do not use default (opaque) shaders. My argument for the detail color is flawed though however I still seek the answer in that direction.

Here's a little sample, rueomrhrs_skn.w3d. It is the model of Eomer mounted on a horse and uses three materials. Only one material, the one used on the spear from the special ability, uses an opague shader. The material on the horse and on the rider use a custom shader.

Here's the material of the rider:
Pass 1, shader: Custom
Pass 1, depthCompare: 3
Pass 1, depthMask: 1
Pass 1, destBlend: 0
Pass 1, priGradient: 1
Pass 1, secGradient: 0
Pass 1, srcBlend: 1
Pass 1, detailColor: 12
Pass 1, detailAlpha: 0
Pass 1, alphaTest: 1
Pass 1, texture stage 1: RUEomer.tga

All of this is default except for the detail color. It has a value of 12 and that is a bit of a problem as our tools do not reach further then 9. When opening this material with wdump the 12 is being recognized as 'InvScale' however when exporting using this value, it becomes 3. Simply put we can not get a value of 12 there unless we alter it directly in the binary file (witch is very well possible).

The material of the horse also has an interresting value:
Pass 1, specular: (color 255 255 255)
Pass 1, shininess: 68.0
Pass 1, shader: Custom
Pass 1, depthCompare: 3
Pass 1, depthMask: 1
Pass 1, destBlend: 0
Pass 1, priGradient: 1
Pass 1, secGradient: 0
Pass 1, srcBlend: 1
Pass 1, detailColor: 12
Pass 1, detailAlpha: 0
Pass 1, alphaTest: 1
Pass 1, texture stage 1: RUTheoHorseM.tga

Again all default values for the shader except for the detail color, but take a look at the shininess witch is, compared to Generals/Zero Hour models, extremely high.


All in all this could mean nothing but the detail color = 12 is something I find at many different kind of models. The high shininess appears less often but also quite frequently.
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