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la machine guns lighting

PostPosted: Fri Jun 30, 2017 10:51 am
by Ian
I've already pointed out this one. With an ambient of 1 we get no shading

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But this one has me most puzzled ...

It looks to me there is a second light source added in this scene

Supermodel
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The Wii version under Dolphin. The lighting here other than the brightness is almost identical
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I dimmed the ambient somewhat so you can see shading more clearly. There is no specular here ..
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Now the real puzzler .. the model3
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It's like there is a second light source from the sky.

You can see it in other places too
The guys hand is illuminated on the model3, on supermodel and the Wii version it's not
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Re: la machine guns lighting

PostPosted: Sat Jul 01, 2017 4:40 am
by HarryTuttle
Ian wrote:It's like there is a second light source from the sky.


Ian, I've had the same impression while searching for the proper light direction and fixed shading in this game some time ago. There's some viewport, without objects if I recall, that has a sun vector like this (1,0,0) or this (0,1,0). So has a direction pointing absolutely to the right, bottom, etc.

I thought that it could be just some garbage value, but what if there's some logic to select one of those viewport sun data and add to the current one? Like the vp select bit that has something to do with scroll fog?

Re: la machine guns lighting

PostPosted: Sat Jul 01, 2017 9:11 am
by Ian
Yeah I saw the empty viewport
The sun vector for it is (1,0,0)
Which doesn't work at all. I even tried averaging this vector but that doesn't work either.
From what I can tell there is another 'sun' light coming from above. Probably with a vector (0,1,0)

Re: la machine guns lighting

PostPosted: Sat Jul 01, 2017 11:35 am
by Bart
Is the matrix base the same in that viewport?

Might a culling a node specify an additional light source? I forget how the sibling node relationship works but maybe there is a lighting node type that introduces additional lights to portions of the scene graph?

Re: la machine guns lighting

PostPosted: Sat Jul 01, 2017 12:05 pm
by Ian
That's a good shout. There is a culling light node. Never really got what it was for. I thought it simply just drew full bright polys as virtual point lights, but never seen it used.

Re: la machine guns lighting

PostPosted: Sun Jul 16, 2017 9:38 am
by HarryTuttle
Ian, this guy posts many good quality Model 3 videos, recently he has started to direct capture from source.

I remember that he had also a good video, taken from camera, of L.A. Machineguns.

Re: la machine guns lighting

PostPosted: Sun Jul 16, 2017 10:02 am
by Ian
Oh nice :)
He has a good quality video of the beginner oval for dirt devils, something I had been looking for, for a while now :)

It's really hard working out correct lighting/shading using videos that are recorded off CRT, because they tend to become so oversaturated

Re: la machine guns lighting

PostPosted: Sun Jul 16, 2017 10:09 am
by HarryTuttle
Ian wrote:He has a good quality video of the beginner oval for dirt devils, something I had been looking for, for a while now :)


Me too.. :P

I'm currently J-Downloading them all, just in case he decides to delete them (as he did unfortunately with Spikeout F.E. and L.A. Machineguns, as I just checked).