tweaked the colors and specularity, as in just shader props,
or with the use of actual texture maps, this can make a big deference? find the example screens here
Also you mentioned the other 2 were ‘crap’ computers,
which makes me guess they are intel integrated video or some such…
I’m new to blender, but if I go into the material editting panel, then there’s a drop down menu that has a list of all of the (default) materials that have been applied to my model after it was imported from 3DS Max. It was there that I made a few changes, however I think this is irrelevant to my problem as this didn’t effect the game on two of the PCs.
When I say flat colour I mean , there are no lines making up the edge of my objects, no lighting, just a flat colour. However, this problem only occurs on the crap machines at work. My home PC and work workstation both work fine.
However, both of the working machines also have Blender installed on them so I don’t know if it’s a problem with the way I’ve packaged the exe file or a graphics issue.
At work on the two PCs that didn’t have blender installed, it said wrap_oal.dll was missing so I also added that and when the game opened the problem became apparent.
edit there are no images mapped to the model. There is one hemisphere light in the scene.
I’ll check the spec of the other 2 PCs - I would think one of them should have a graphics card - it’s an unuse CAD machine. I guess integrated GPUs don’t work?
well integrated gpu’s basically work, but they tend to not support openGL 2.0+ and
thus also miss glsl support so it falls back to either ‘multitexture’ or ‘TexFace’ shading modes,
which both are rather flat, especially ‘TexFace’ at that…
Basically you could always just blatantly say that GLSL/oGL2.0+
compliant cards are supported only…
or you could try and make all your mat’s work well under the other
two texture/shading modes as well(a lot of light mapping/baking)… :argh:
So on non Open GL graphics cards I would need to map textures (i.e. JPEGS) to all of my objects with light baked in then they will display correctly on all graphics cards?
I plan to use photographs for most exterior scenes with baked in light however for proposed buildings i’d ideally want to use the lighting within the game engine…
I guess I could bake it in - a bit more time consuming than I’d hoped though.
Regarding normal maps - am I right in thinkinh I’d need to produce these first and then bake in the lighting?
Any other free game engines out there?
This may not be too much of an issue - it may be that an engineer has to take the game to clients during meetings on a laptop to view it. Ultimately it would have been great to supply this on a CD, especially if the visualization is going in with a tender.
Well, ideally yes, but in case of computers with older chipsets, whats ideal is a dream.
alas, all games have to deal with that issue, in your case though,
as I understand your more interested in architectural walkthroughs, yes?
If so, then I think baked lighting shouldn’t be such a bad thing,
especially as it definitely would make it much more ‘old card’ friendly.
well yeah, if you really need to use normal maps then yeah,
because normal-map’s need glsl shading - again. :rolleyes:
thing is normal maps need light(lamps) to interact with them,
so in case your going baked lighting only, then yes,
you need to use normal maps at baking time.
Unity is a great one, supports win & mac, alas no linux support though…
The free edition is limited though, no render-to-texture support so,
no shadows other than fake ‘blob’ shadows(and baked ones off course)…
Another question - Here’s a JPEG, of a pretty basic pump station interior, although fairly low poly, Max’s smoothing has made my pipes look round, and am I right in thinking that the only solution in say Blender’s game engine would be to use a normal map?
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