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problem with a qsg tut

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hondobondo Joined: 26 Sep 2006 Posts: 102 |

Posted: Fri Jun 18, 2010 9:39 pm Post subject: problem with a qsg tut |

I got something that i've tried to fix on my own but i'm completely stuck. I added colored dynamic lighting and static lighting to the engine, and i got nearly everything working ok along with cel shading, but when I used the quake standards group tut on dynamic entity lighting i added a bug that makes all the models really dark unless lit directly by some dynamic light or colored light. the ambient white lights don't seem to light up the models.
GL_DrawAliasBlendedFrame in gl_rmain.c
l[i] = shadelight[i] * ( shadedots[verts1->lightnormalindex] + (blend * d[0]) ); // shade as usual
if i change shadelight[i] to shadelight[3] the models are lit, but not colored. if i leave it shadelight[i] they're colored but not lit by ambient light.
no idea what to do
http://www.moddb.com/members/hondobondo/downloads/superduper-quake-engine-092

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Spike Joined: 05 Nov 2004 Posts: 944 Location: UK |

Posted: Fri Jun 18, 2010 9:52 pm Post subject: |

there's no ambient light term the front will be lit, but anything facing away from the light will be pure black. _________________ What's a signature?

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mh Joined: 12 Jan 2008 Posts: 910 |

Posted: Fri Jun 18, 2010 10:44 pm Post subject: |

Oh, there's lots of problems with those QSG light tutorials. I could work over them and make a fixed coloured light version of BJP in maybe half an hour, but it's late and I'm tired. _________________ DirectQ Engine - New release 1.8.666a, 9th August 2010
MHQuake Blog (General)
Direct3D 8 Quake Engines

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