I said that colour and intensity should be in that 0-1 range, attenuation is a distance in model coordinates. Xyz referes to the bone given, unless the bone is -1.
Quote from: "schlumpf"I said that colour and intensity should be in that 0-1 range, attenuation is a distance in model coordinates. Xyz referes to the bone given, unless the bone is -1.yeah and r=1 g=1 b=1 should be white...so i think i dont made any mistake ... will try the model in 3.x ... as I said .. maybe it's an problem with 4.x models
ok i fix it, i used an old version of pymodeleditor that doesn't corrupt m2 model
Quote from: "Soluhe"Quote from: "schlumpf"I said that colour and intensity should be in that 0-1 range, attenuation is a distance in model coordinates. Xyz referes to the bone given, unless the bone is -1.yeah and r=1 g=1 b=1 should be white...so i think i dont made any mistake ... will try the model in 3.x ... as I said .. maybe it's an problem with 4.x modelsas said: attenuation is a distance in model coordinates. Also, I'm not sure, which one of them should be the smaller one.
try to edit clipping start/end, set end to 500.00 and try, it should work (clipping renders only textures in his range)
model modelviewer gameBrutallus > keeps dark > won't show or can't seeSpirithealer > is bright > no problem model showed correctRagnaros > some parts are dark > the dark parts won't show
i tried only spirithealer (to make my custom loginscreen ) and ragnaros (that works at 100% for me, shows hammer &body completely)
probably you must edit irender_flag in texture propriety to make it works
try to open a texture with light (like ragnaros) and copy&paste brutallus textures on it, save, rename and convert, it should work!
in my last loginscreen i've added a background, i've imported the background from undead-character-selection model and attached it on a unused bone (if you don't attach a vertex to a bone graphic engine doesn't show it), edited itexturesflag to 2 (third texture), after i've added the third hardcoded texture to the m2 model with pym2 and i've done the new texture exporting the .blp of spirithealer in png and edited with gimp (i've scaled it and copy&paste new picture on it) and exported in blp