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  #16  
Old 06-18-2008, 08:16 PM
Windcatcher
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I tried taking a look at Sakrateri's samples and I couldn't find the problem. I think I need a source example. Not necessarily the whole zone, but an .SCN file that demonstrates the problem.
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  #17  
Old 06-18-2008, 09:54 PM
GeorgeS
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Dark objects may be due to inverted normals. Try inverting them and see if that helps.

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  #18  
Old 06-19-2008, 05:20 AM
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Telltolin
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Quote:
Originally Posted by GeorgeS View Post
Dark objects may be due to inverted normals. Try inverting them and see if that helps.

GeorgeS
I'm not sure what you mean by normals. :( When I think of normals, I think of normal mapping, for .ddses and newer games than EQ.
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  #19  
Old 06-19-2008, 10:11 AM
GeorgeS
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The normals tell the renderer how light is to bounce off in essence. Flipping them usually creates an object brighter than before.

Another thing that helps is make sure diffuse=100% on the model. Low diffuse values create dark shaded objects.

I usually use deep exploration (there's a trial ver.) for checking out object properties and changing them.

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  #20  
Old 06-22-2008, 05:54 PM
Windcatcher
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Did reversing the land normals help? Just wondering. Should I add an option to OpenZone to flip the normals of any selected mesh object(s) in the zone?
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  #21  
Old 06-24-2008, 07:39 AM
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Originally Posted by Windcatcher View Post
Did reversing the land normals help? Just wondering. Should I add an option to OpenZone to flip the normals of any selected mesh object(s) in the zone?
I haven't tried flipping the ground's normals, and I'm not sure how I'd do that without exporting, so I'd appreciate if you added an option to flip the normals on the selected mesh. I had some problems with flipped normals that I could only see ingame, or, more specifically, not see. Made the walls on a building disappear. :P
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