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 Fix for Bright Terrains in 1.7 « View previous topic :: View next topic » 
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jcsmith
PostPosted: Sun Mar 30, 2008 1:27 am    Post subject: Fix for Bright Terrains in 1.7 Reply with quote



Joined: 02 Mar 2008
Posts: 6

If your getting the extra bright terrains in 1.7 on your Grome exported terrains you can fix that for the time being (until its officially fixed) by modifying your blender shaders in shaders/atlas and removing the out.col modification on the final line. It currently multiplies by 2.0 * lm * the colors for each blend... Remove the 2.0 and just have it multiply the colors by the lightmap (lm) and it will display normally.
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ALicu
PostPosted: Mon Mar 31, 2008 8:07 am    Post subject: Reply with quote



Joined: 12 Feb 2007
Posts: 1326

Hi, is this happening as they've updated to 1.7 ? I have to check that.
Is it an issue on their side (the they will fix) or there a change they want to make at the shaders?

Thanks for letting us know.
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jcsmith
PostPosted: Mon Mar 31, 2008 8:15 am    Post subject: Reply with quote



Joined: 02 Mar 2008
Posts: 6

I think it's just a bug, as 1.7 is still in beta. The torque generated lightmaps automatically compensate for the change to the HDR and DRL code, where those features have been removed and the Grome or L3DT generated lightmaps I think just weren't tested properly and they haven't adjusted for the change in lighting scale. For now though changing this value will fix it, I'd guess they will eventually fix it.
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