Posted: Sun Mar 30, 2008 1:27 am Post subject: Fix for Bright Terrains in 1.7
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.
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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